Multiplayer online game with inheritance of attributes from characters

ABSTRACT

Relationships among player characters in a video game, including parent-child relationships, can be formed. In addition, death and reincarnation of player characters can be employed as features of the video game.

This application is a continuation-in-part of each of the following U.S.patent applications, and each of the following applications isincorporated herein by reference:

U.S. patent application Ser. No. 11/279,991, entitled “Securing VirtualContracts with Credit”, filed Apr. 17, 2006;

U.S. patent application Ser. No. 11/368,143, entitled “Video GameMethods and Systems”, filed Mar. 3, 2006;

U.S. patent application Ser. No. 11/428,263, entitled “Video GameEnvironment” filed Jun. 30, 2006;

U.S. patent application serial number 11/380,489, entitled “MultiplePurchase Options for Virtual Purchases”, filed Apr. 27, 2006;

U.S. patent application Ser. No. 11/560,456, entitled “Exchanges in aVirtual Environment”, filed Nov. 16, 2006;

U.S. patent application Ser. No. 11/624,659, entitled “Video Game withRegistration of Funding Sources”, filed Jan. 18, 2007;

U.S. patent application Ser. No. 11/355,232, entitled “Online GameEnvironment that Facilitates Binding Contracts between Players,” filedFeb. 14, 2006;

U.S. patent application Ser. No. 11/670,304, entitled “Method and Systemfor Allocating Resources in a Video Game”, filed Feb. 1, 2007.

U.S. patent application Ser. No. 11/671,373, entitled “Video Game withControl of Quantities of Raw Materials”, filed Feb. 5, 2007;

U.S. patent application Ser. No. 12/725,017, entitled “METHOD ANDAPPARATUS FOR MASSIVELY MULTIPLAYER ONLINE GAMES”, filed Mar. 16, 2010;

and

U.S. patent application Ser. No. 12/724,993, entitled “Video Game withCharacter Parameters Derived From Other Characters”, filed Mar. 16,2010.

DETAILED DESCRIPTION

The following sections I-X provide a guide to interpreting the presentapplication.

1. Terms

The term “product” means a machine, manufacture and/or composition ofmatter, unless expressly specified otherwise.

The term “process” means a process, algorithm, method or the like,unless expressly specified otherwise.

Each process (whether called a method, algorithm or otherwise)inherently includes one or more steps, and therefore all references to a“step” or “steps” of a process have an inherent antecedent basis in themere description of a process, or in the mere recitation of the term‘process’ or a like term. Accordingly, any reference in a claim to a‘step’ or ‘steps’ of a process has sufficient antecedent basis.

The term “invention” and the like mean “the one or more inventionsdisclosed in this application”, unless expressly specified otherwise.

The terms “an embodiment”, “embodiment”, “embodiments”, “theembodiment”, “the embodiments”, “one or more embodiments”, “someembodiments”, “certain embodiments”, “one embodiment”, “anotherembodiment” and the like mean “one or more (but not all) embodiments ofthe invention”, unless expressly specified otherwise. Two or moredescribed embodiments may or may not be mutually exclusive. The merefact that two embodiments are described, or that two embodiments aredescribed in proximity to each other or in conjunction with each other,does not imply that the two embodiments are mutually exclusive. Adescribed embodiment may or may not be strictly narrower than andencompassed by another described embodiment. The mere fact that twoembodiments are described, or that two embodiments are described inproximity to each other or in conjunction with each other, does notimply that one of the embodiments is strictly narrower than andencompassed by the other embodiment.

The term “variation” of an invention means an embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise. Similarly, the merefact that two (or more) embodiments are referenced does not imply thatthose embodiments are mutually exclusive.

One embodiment of the invention may cover or embrace more than one otherembodiment of the invention. For example, a first embodiment comprisingelements a, b, and c may cover a second embodiment that compriseselements a, b, c, and d as well as a third embodiment covering elementsa, b, c, and e. Similarly, each of the first, second, and thirdembodiments would cover a fourth embodiment comprising elements a, b, c,d, and e.

The terms “including”, “comprising” and variations thereof mean“including but not necessarily limited to”, unless expressly specifiedotherwise. Thus, for example, the sentence “the machine includes a redwidget and a blue widget” means the machine includes the red widget andthe blue widget, but may possibly include one or more other items aswell as another example, the sentence “Examples of machines include acomputer and a motor” means that one example of a machine is a computer,another example of a machine is a motor, and there may be other examples(e.g., things that are neither computers nor motors may nevertheless bea machine)

The term “consisting of” and variations thereof mean “including and alsolimited to”, unless expressly specified otherwise. Thus, for example,the sentence “the machine consists of a red widget and a blue widget”means the machine includes the red widget and the blue widget, but doesnot include anything else.

The term “compose” and variations thereof mean “to make up theconstituent parts of, component of or member of”, unless expresslyspecified otherwise. Thus, for example, the sentence “the red widget andthe blue widget compose a machine” means the machine includes the redwidget and the blue widget.

The term “exclusively compose” and variations thereof mean “to make upexclusively the constituent parts of, to be the only components of, orto be the only members of”, unless expressly specified otherwise. Thus,for example, the sentence “the red widget and the blue widgetexclusively compose a machine” means the machine consists of the redwidget and the blue widget (i.e. and nothing else).

The indefinite articles “a” and “an” and the definite article “the”refer to “one or more” of the noun modified by that article, unlessexpressly specified otherwise. Thus, for example, the phrase “a widget”means one or more widgets, unless expressly specified otherwise.Similarly, after reciting the phrase “a widget”, a subsequent recitationof the phrase “the widget” means “the one or more widgets”. Accordingly,it should be understood that the word “the” may also refer to a specificterm having antecedent basis. For example, if a paragraph mentions “aspecific single feature” and then refers to “the specific singlefeature,” then the word “the” should be understood to refer to thepreviously mentioned “a specific single feature.”

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

A “set” of things (e.g., a set of widgets) may include one or more ofthose things (e.g., one or more widgets), which are members of the set.Whether the set includes a particular item as a member is synonymouswith whether a set includes the particular item.

A “subset” of things (e.g., a subset of widgets) may include one or moreof those things. A subset does not imply that there must be in thesubset fewer things than in some other set of things. A subset of aparticular set may include some or all of the members of the set.

A reference to a “plurality” (and like terms such as “at least one”,“one or more”, “set” and the like) has inherent antecedent basis for the“number” of things included in the plurality (or in the set, etc.). Forexample, in the phrase “receiving a plurality of commands”, there isinherent antecedent basis for “the number of commands”. For example, inthe phrase “receiving a set of commands”, there is inherent antecedentbasis for “the number of commands”.

The term “herein” means “in the present application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of” is equivalent to “one or more of”, and wheneither such phrase modifies a plurality of things (such as an enumeratedlist of things), such phrase means any combination of one or more ofthose things, unless expressly specified otherwise. For example, thephrase “at least one of a widget, a car and a wheel” means either (i) awidget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widgetand a wheel, (vi) a car and a wheel, or (vii) a widget, a car and awheel. The phrase “at least one of”, when such phrase modifies aplurality of things does not mean “one of each of the plurality ofthings. For example, the phrase “at least one of a widget, a car and awheel” does not mean “one widget, one car and one wheel”.

Numerical terms such as “one”, “two”, etc. when used as cardinal numbersto indicate quantity of something (e.g., one widget, two widgets), meanthe quantity indicated by that numerical term, but do not mean at leastthe quantity indicated by that numerical term. For example, the phrase“one widget” does not mean “at least one widget”, and therefore thephrase “one widget” does not cover, e.g., two widgets.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” covers both“based only on” and “based at least on”. Therefore, the phrase “basedon” is equivalent to the phrase “based at least on” and is alsoequivalent to the phrase “based at least in part on”. For example, thephrase “element A is based on element B and element C” coversembodiments where element A is calculated as the product of B times C(in other words, A=B×C) and where A is calculated as the sum of B plus C(in other words, A=B+C).

The term “represent” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” does not mean“represents only”, unless expressly specified otherwise. For example,the phrase “the data represents a credit card number” covers both “thedata represents only a credit card number” and “the data represents acredit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective or consequenceof something that is explicitly recited before the term “whereby”. Thus,when the term “whereby” is used in a claim, the clause or other wordsthat the term “whereby” precedes do not establish specific furtherlimitations of the claim or otherwise restrict the meaning or scope ofthe claim.

The terms “e.g.”, “such as” and like terms mean “for example”, and thusdo not limit the term or phrase they explain. For example, in thesentence “the computer sends data (e.g., instructions, a data structure)over the Internet”, the term “e.g.” explains that “instructions” are anexample of “data” that the computer may send over the Internet, and alsoexplains that “a data structure” is an example of “data” that thecomputer may send over the Internet. However, both “instructions” and “adata structure” are merely examples of “data”, and other things besides“instructions” and “a data structure” can be “data”.

The term “time”, when used as a determined quantity, means any sort oftime (e.g., time of day, day of week, date, year) on which one or morethings are determined to Occur.

The term “period of time” means any sort of duration (e.g., number ofseconds, number of minutes, other durations) of one or more things.

The term “good” generally refers to anything which may be provided inexchange for money or other value, and thus “good” includes services,rights and items, whether tangible or intangible.

The term “respective” and like terms mean “taken individually”. Thus iftwo or more things have “respective” characteristics, then each suchthing has its own characteristic, and these characteristics can bedifferent from each other but need not be. For example, the phrase “eachof two machines has a respective function” means that the first of thetwo machines has a function and the second of the two machines has afunction as well. The function of the first machine may or may not bethe same as the function of the second machine.

Similarly, in the phrase “for each of the plurality of widgets,determining a respective price of the widget, a reference to “thewidget” in that phrase means the “determining” step is applied to(performed for) each widget of the plurality of widgets. The phrase “therespective prices of the plurality of widgets” thus means the set whichincludes as members each respective price of the plurality of widgets.

The term “i.e.” and like terms mean “that is”, and thus limits the termor phrase it explains. For example, in the sentence “the computer sendsdata (i.e., instructions) over the Internet”, the term “i.e.” explainsthat “instructions” are the “data” that the computer sends over theInternet.

A numerical range includes integers and non-integers within the range,unless expressly specified otherwise. For example, the range “1 to 10”includes the integers from 1 to 10 (e.g., 1, 2, 3, 4, . . . 9, 10) andnon-integers (e.g., 1.1, 1.2, . . . 1.9). A range may be denoted asnon-inclusive explicitly, such as “the range of voltages from 2.5 voltsto 10.3 volts exclusive”, and such a range excludes 2.5 volts andexcludes 10.3 volts.

A range can be continuous or discrete. For example, the range “fromthree meters to five meters” is a continuous range. The range “integerranges from three meters to five meters” is a discrete range.

A range includes two ends, and each such end is, where the range isinclusive, a thing that is included in the range. Thus a rangeinherently has antecedent basis for the term “the ends”, and hasantecedent basis for the term “an end” and has antecedent basis for theterms “the first end” and “the second end”. Where the range is orderedor may be ordered (e.g., a range of integers that may be orderednumerically, a range of text that may be ordered alphabetically) therange includes ends that are distinguishable because of their respectiveordering. Thus a range that may be ordered has antecedent basis forterms that denote the place of the end in the ordering scheme (e.g., arange that can be numerically ordered has a “low end” and a “high end”).

When used to compare values (e.g., integers, fractions) which arecapable of being ordered with respect to each other, the phrase “notgreater than” is equivalent to “less than or equal to”. Similarly, thephrase “not less than” is equivalent to “greater than or equal to”.

In reference to a plurality of things (e.g., a plurality of widgets)superlatives, where a superlative may be applied to the plurality (e.g.,the largest widget of the plurality of widgets, the lowest price of theset of prices) and there is inherently antecedent basis for suchsuperlative.

For example, for a plurality of numbers, there is inherent antecedentbasis for the phrase “the greatest number of the plurality of numbers”,e.g., since numbers can be ordered from least to greatest and thus thegreatest number is readily and unambiguously ascertainable—the greatestnumber is that number of the plurality of numbers which is greater thanall other numbers of the plurality of numbers. Similarly, in anembodiment where there are two equal numbers, and both numbers aregreater than all other numbers in the plurality, then there are twogreatest numbers.

Where two or more terms or phrases are synonymous (e.g., because of anexplicit statement that the terms or phrases are synonymous), instancesof one such term or phrase does not mean instances of another such termor phrase must have a different meaning. For example, where a statementrenders the meaning of “including” to be synonymous with “including butnot limited to”, the mere usage of the phrase “including but not limitedto” does not mean that the term “including” means something other than“including but not limited to”.

II. Determining

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, the determination of an objectwhich meets a certain criterion) is used in an extremely broad sense.The term “determining” encompasses a wide variety of actions andtherefore “determining” can include calculating, computing, processing,deriving, investigating, looking up (e.g., looking up in a table, adatabase or another data structure), ascertaining and the like. Also,“determining” can include receiving (e.g., receiving information),accessing (e.g., accessing data in a memory) and the like. Also,“determining” can include resolving, selecting, choosing, establishing,and the like.

The term “determining” does not imply certainty or absolute precision,and therefore “determining” can include estimating, extrapolating,predicting, heuristically “best guessing”, averaging and the like.

The term “determining” does not imply that mathematical processing mustbe performed, and does not imply that numerical methods must be used,and does not imply that an algorithm is used.

The term “determining” does not imply that any particular device must beused. For example, a computer need not necessarily perform thedetermining.

III. Forms of Sentences

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to that limitation (e.g., “the widget”),this mere usage does not imply that the first claim covers only one ofthe feature, and this does not imply that the second claim covers onlyone of the feature (e.g., “the widget” can cover both one widget andmore than one widget).

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term, but that ordinalnumber does not have any other meaning or limiting effect—it is merely aconvenient name. For example, a “first widget” may be so named merely todistinguish it from, e.g., a “second widget”. Thus, the mere usage ofthe ordinal numbers “first” and “second” before the term “widget” doesnot indicate any other relationship between the two widgets, andlikewise does not indicate any other characteristics of either or bothwidgets. For example, the mere usage of the ordinal numbers “first” and“second” before the term “widget” (1) does not indicate that eitherwidget comes before or after any other in order or location; (2) doesnot indicate that either widget occurs or acts before or after any otherin time; and (3) does not indicate that either widget ranks above orbelow any other, as in importance or quality. Thus, the mere usage ofthe ordinal number “first” does not indicate that there must be a“second”. For example, the use of the phrase “a first widget” does notimply that there be a second widget. Accordingly, it would not beambiguous or indefinite to use in a claim the term “a first widget”where no “second widget” is recited in that claim (or in any other claimit depends on). The mere usage of the ordinal number “second” or greaterordinal numbers does not indicate that there must be a “first” or anylesser ordinal number. For example, the use of the phrase “a secondplurality of widgets” does not imply that there be a first plurality ofwidgets. Accordingly, it would not be ambiguous or indefinite to use ina claim the term “a second plurality of widgets” where no “firstplurality of widgets” is recited in that claim (or in any other claim itdepends on). A term which is labeled by an ordinal number is differentthan a term that is not modified by any ordinal number. For example, ina claim a reference to “a green widget” and a reference to “a secondgreen widget” means that there are references to different widgets andthus there is no ambiguity as to whether the second green widget is oris not a reference to the green widget. The mere usage of ordinalnumbers does not define a numerical limit to the features identifiedwith the ordinal numbers. For example, the mere usage of the ordinalnumbers “first” and “second” before the term “widget” does not indicatethat there are exactly two widgets.

When a single device, article or other product is described herein, inanother embodiment more than one device or article (whether or not theycooperate) may alternatively be used in place of the single device orarticle that is described. Accordingly, the functionality that isdescribed as being possessed by a device may alternatively be possessedby more than one device or article (whether or not they cooperate) inanother embodiment.

Similarly, where more than one device, article or other product isdescribed herein (whether or not they cooperate), in another embodimenta single device or article may alternatively be used in place of themore than one device or article that is described. For example, aplurality of computer-based devices may be substituted with a singlecomputer-based device. (Conversely, a single computer-based device maybe substituted with multiple computer-based devices operating incooperation with one another.) Accordingly, the various functionalitythat is described as being possessed by more than one device or articlemay alternatively be possessed by a single device or article.

The functionality and/or the features of a single device that isdescribed may, in another embodiment, be alternatively embodied by oneor more other devices which are described but are not explicitlydescribed as having such functionality or features. Thus, otherembodiments need not include the described device itself, but rather caninclude the one or more other devices which would, in those otherembodiments, have such functionality or features.

IV. Disclosed Examples and Terminology are not Limiting

Neither the Title (set forth at the beginning of the first page of thepresent application) nor the Abstract (set forth at the end of thepresent application) is to be taken as limiting in any way the scope ofthe disclosed invention, is to be used in interpreting the meaning ofany claim or is to be used in limiting the scope of any claim. AnAbstract has been included in this application merely because anAbstract is required under 37 C.F.R. §1.72(b).

The headings of sections provided in the present application are forconvenience only, and are not to be taken as limiting the disclosure inany way.

Numerous embodiments are described in the present application, and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The disclosedinventions are widely applicable to numerous embodiments, as is readilyapparent from the disclosure. One of ordinary skill in the art willrecognize that the disclosed invention may be practiced with variousmodifications and alterations, such as structural, logical, software,and electrical modifications. Although particular features of thedisclosed invention may be described with reference to one or moreparticular embodiments and/or drawings, it should be understood thatsuch features are not limited to usage in the one or more particularembodiments or drawings with reference to which they are described,unless expressly specified otherwise.

Though an embodiment may be disclosed as including several features,other embodiments of the invention may include fewer than all suchfeatures. Thus, for example, a claim may be directed to less than theentire set of features in a disclosed embodiment, and such claim wouldnot be interpreted as requiring features beyond those features that theclaim expressly recites.

No embodiment of method steps or product elements described in thepresent application constitutes the invention claimed herein, or isessential to the invention claimed herein, or is coextensive with theinvention claimed herein, except where it is either expressly stated tobe so in this specification or (with respect to a claim and theinvention defined by that claim) expressly recited in that claim.

Any preambles of the claims recite purposes, benefits and possible usesof the claimed invention only and do not limit the claimed invention.

The present disclosure is not a literal description of all embodimentsof the invention. Also, the present disclosure is not a listing offeatures of the invention which must be present in all embodiments.

All disclosed embodiments are not necessarily covered by the claims(even including all pending, amended, issued and canceled claims). Inaddition, a disclosed embodiment may be (but need not necessarily be)covered by several claims. Accordingly, where a claim (regardless ofwhether pending, amended, issued or canceled) is directed to aparticular embodiment, such is not evidence that the scope of otherclaims do not also cover that embodiment.

Devices that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for long periods of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries. Devices are in communication with one another if theyare capable of one-way communication with one another. For example, afirst device and a second device may be in communication with oneanother if the first device is capable of transmitting information tothe second device, and the second device is capable of receivinginformation from the first device.

A description of an embodiment with several components or features doesnot imply that all or even any of such components or features arerequired. On the contrary, a variety of optional components aredescribed to illustrate the wide variety of possible embodiments of thepresent invention. Unless otherwise specified explicitly, no componentor feature is essential or required.

Although process steps, algorithms or the like may be described orclaimed in a particular sequential order, such processes may beconfigured to work in different orders. In other words, any sequence ororder of steps that may be explicitly described or claimed does notnecessarily indicate a requirement that the steps be performed in thatorder. The steps of processes described herein may be performed in anyorder possible. Further, some steps may be performed simultaneouslydespite being described or implied as occurring non-simultaneously(e.g., because one step is described after the other step). Moreover,the illustration of a process by its depiction in a drawing does notimply that the illustrated process is exclusive of other variations andmodifications thereto, does not imply that the illustrated process orany of its steps are necessary to the invention, and does not imply thatthe illustrated process is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are preferred,essential or required. Various other embodiments within the scope of thedescribed invention include other processes that omit some or all of thedescribed steps. Unless otherwise specified explicitly, no step isessential or required.

Although a process may be described singly or without reference to otherproducts or methods, in an embodiment the process may interact withother products or methods. For example, such interaction may includelinking one business model to another business model. Such interactionmay be provided to enhance the flexibility or desirability of theprocess.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that any or all of the plurality are preferred,essential or required. Various other embodiments within the scope of thedescribed invention include other products that omit some or all of thedescribed plurality.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are mutually exclusive, unlessexpressly specified otherwise. Likewise, an enumerated list of items(which may or may not be numbered) does not imply that any or all of theitems are comprehensive of any category, unless expressly specifiedotherwise. For example, the enumerated list “a computer, a laptop, and aPDA” does not imply that any or all of the three items of that list aremutually exclusive and does not imply that any or all of the three itemsof that list are comprehensive of any category.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are equivalent to each other orreadily substituted for each other.

All embodiments are illustrative, and do not imply that the invention orany embodiments were made or performed, as the case may be.

V. Computing

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers, special purposecomputers and computing devices. Typically a processor (e.g., one ormore microprocessors, one or more microcontrollers, one or more digitalsignal processors) will receive instructions (e.g., from a memory orlike device), and execute those instructions, thereby performing one ormore processes defined by those instructions. Instructions may beembodied in, e.g., one or more computer programs, one or more scripts.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof, regardless ofthe architecture (e.g., chip-level multiprocessing or multi-core, RISC,CISC, Microprocessor without Interlocked Pipeline Stages, pipeliningconfiguration, simultaneous multithreading).

A “computing device” means one or more microprocessors, centralprocessing units (CPUs), computing devices, microcontrollers, digitalsignal processors, graphics card, mobile gaming device, or like devicesor any combination thereof, regardless of the architecture (e.g.,chip-level multiprocessing or multi-core, RISC, CISC, Microprocessorwithout Interlocked Pipeline Stages, pipelining configuration,simultaneous multithreading).

Thus a description of a process is likewise a description of anapparatus for performing the process. The apparatus that performs theprocess can include, e.g., a processor and those input devices andoutput devices that are appropriate to perform the process. For example,a description of a process is a description of an apparatus comprising aprocessor and memory that stores a program comprising instructions that,when executed by the processor, direct the processor to perform theprocess.

A computer readable medium can be in communication with a processor suchthat the processor can receive some or all of the instructions stored onthe computer readable medium. Likewise the processor can execute some orall of the instructions stored on the computer readable medium, and canexecute different instructions at different times.

Further, programs that implement such methods (as well as other types ofdata) may be stored and transmitted using a variety of media (e.g.,computer readable media) in a number of manners. In some embodiments,hard-wired circuitry or custom hardware may be used in place of, or incombination with, some or all of the software instructions that canimplement the processes of various embodiments. Thus, variouscombinations of hardware and software may be used instead of softwareonly.

The term “computer-readable medium” refers to any medium, a plurality ofthe same, or a combination of different media, that participate inproviding data (e.g., instructions, data structures) which may be readby a computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includedynamic random access memory (DRAM), which typically constitutes themain memory. Transmission media include coaxial cables, copper wire andfiber optics, including the wires that comprise a system bus coupled tothe processor. Transmission media may include or convey acoustic waves,light waves and electromagnetic emissions, such as those generatedduring radio frequency (RF) and infrared (IR) data communications.Common forms of computer-readable media include, for example, a floppydisk, a flexible disk, hard disk, magnetic tape, any other magneticmedium, a CD-ROM, DVD, any other optical medium, punch cards, papertape, any other physical medium with patterns of holes, a RAM, a PROM,an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrierwave as described hereinafter, or any other medium from which a computercan read.

The term “tangible computer-readable medium” refers to a“computer-readable medium” that comprises a hardware component, such asoptical or magnetic disks, semiconductor memory (e.g., RAM, ROM, flashdrives, semiconductor hard drives). Therefore, for example, a tangiblecomputer-readable medium is not a carrier wave or an RF transmission.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth, and TCPorIP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

A “user interface” is ‘used by’ a device, such as a computing device, toprovide outputs to a user and to receive inputs from a user. Forexample, the user interface may direct the device to display (orotherwise provide) certain outputs (as defined by the user interface),and allow inputs to be received from the user via the device. In anembodiment, in order for the device to generate the user interface, thedevice executes certain instructions, e.g., instructions to output dataand receive data as inputs. A user interface can include one or moreoutput controls which output data and/or one or more input controlswhich allow data to be received. A type of input control allows aselection of an option from among a plurality of options, and may allowonly one option to be selected, may allow one or more options to beselected, may allow that a predetermined number of options are selected,may allow that no options are selected. An input control may define theformat of type of input that may be entered. A control may function asboth an input control and as an output control.

A description of different capabilities of a user interface (e.g., bydescribing different embodiments of a user interface, by describingdifferent things that a user interface can do) does not mean that in allembodiments the user interface must include all such describedcapabilities. On the contrary, such description also supports anembodiment in which, e.g., a user interface has only one of thedescribed capabilities, and supports an embodiment in which a userinterface has a particular combination of less than all of the describedcapabilities.

A description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method. Forexample, a description of a process is a description of acomputer-readable storage medium that stores a program comprisinginstructions that, when executed by a processor, direct the processor toperform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer or computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) could be used to store and manipulate the data typesdescribed herein. Likewise, object methods or behaviors of a databasecan be used to implement various processes, such as those describedherein. In addition, the databases may, in a known manner, be storedlocally or remotely from a device which accesses data in such adatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, a combination of any of the above). Eachof the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Where a process is described, in an embodiment the process may operatewithout any user intervention. In another embodiment, the processincludes some human intervention (e.g., a step is performed by or withthe assistance of a human).

VI. Continuing Applications

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in the presentapplication, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of the presentapplication.

Applicants intend to file additional applications to pursue patents forsubject matter that has been disclosed and enabled but not claimed inthe present application.

VII. 35 U.S.C. §112 Paragraph 6

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. §112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. §112,paragraph 6 does not apply to that limitation, regardless of whetherthat limitation recites a function without recitation of structure,material or acts for performing that function. For example, in a claim,the mere use of the phrase “step of” or the phrase “steps of” inreferring to one or more steps of the claim or of another claim does notmean that 35 U.S.C. §112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. §112, paragraph 6, the correspondingstructure, material or acts described in the specification, andequivalents thereof, may perform additional functions as well as thespecified function.

Computers, processors, computing devices and like products arestructures that can perform a wide variety of functions. Such productscan be operable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device of that product orin a memory device which that product accesses. Unless expresslyspecified otherwise, such a program need not be based on any particularalgorithm, such as any particular algorithm that might be disclosed inthe present application. It is well known to one of ordinary skill inthe art that a specified function may be implemented via differentalgorithms, and any of a number of different algorithms would be a meredesign choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. §112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, (ii) an algorithm that is similar to a disclosed algorithm, or(iii) a different algorithm for performing the function.

Where there is recited a means for performing a function that is amethod, one structure for performing this method includes a computingdevice (e.g., a general purpose computer) that is programmed and/orconfigured with appropriate hardware to perform that function.

Also included is a computing device (e.g., a general purpose computer)that is programmed and/or configured with appropriate hardware toperform that function via other algorithms as would be understood by oneof ordinary skill in the art.

VIII. Disclaimer

Numerous references to a particular embodiment do not indicate adisclaimer or disavowal, from the scope of the invention, of additional,different embodiments, and similarly references to the description ofembodiments which all include a particular feature do not indicate adisclaimer or disavowal of embodiments which do not include thatparticular feature. A clear disclaimer or disavowal in the presentapplication will explicitly refer to the scope of the invention asdisclaiming or disavowing certain subject matter and will also beprefaced by a phrase such as “does not include” or “cannot perform”.

IX. Incorporation By Reference

Any patent, patent application or other document referred to herein isincorporated by reference into this patent application as part of thepresent disclosure, but only for purposes of written description andenablement in accordance with 35 U.S.C. §112, paragraph 1, and should inno way be used to limit, define, or otherwise construe any term of thepresent application, unless without such incorporation by reference, noordinary meaning would have been ascertainable by a person of ordinaryskill in the art. Conversely, the definitions and other subject matterexplicitly set forth in this application should not be used to limit,define, or otherwise construe any term of any document incorporatedherein by reference. Nothing explicitly set forth in this applicationshould be interpreted as an admission or characterization of any priorart to this application.

Any incorporation by reference does not, in and of itself, imply anyendorsement of, ratification of or acquiescence in any statements,opinions, arguments or characterizations contained in any incorporatedpatent, patent application or other document, unless explicitlyspecified otherwise in this patent application.

X. Prosecution History

In interpreting the present application (which includes the claims), oneof ordinary skill in the art refers to the prosecution history of thepresent application, but not to the prosecution history of any otherpatent or patent application, regardless of whether there are otherpatent applications that are considered related to the presentapplication, and regardless of whether there are other patentapplications that share a claim of priority with the presentapplication.

XI. Additional Embodiments

Unless stated to the contrary, for the purposes of the presentdisclosure, the following terms shall have the following definitions:

Character—shall mean a persona created by a player in a video game.

Character Account—shall mean an account that tracks characterattributes.

Character Attribute—shall mean any quality, trait, feature orcharacteristic a particular Character can have that is stored in thecorresponding Character Account. Character Attributes shall include, butnot be limited to:

A character score

A virtual object

The physical appearance of a character

An emblem or mark

A synthetic voice

Virtual money

Virtual help points or credits

The ability to join groups of other players at a later time

A score for subsequent matching of later game parameters

A relationship with another character

A genetic profile or makeup

Character Life—shall mean a fixed period of virtual or real world timethat a player character can exist in a game environment.

Character Skills—shall mean game attributes inherent or acquired by aplayer character during game play such as, but not limited to: theability to cast certain spells, foretell the future, read minds, usecertain weapons, cook, hunt, find herbs, assemble herbs into potions,mine, assemble objects into other objects, fly, and/or enchant otherplayer characters.

Chat Room—shall mean an online forum where Characters can speak inwritten or spoken voice format.

Child—shall mean a first player character that has entered the gameenvironment because a second and third player characters have completeda defined list of game parameters that allow the second and third playercharacters to be the parents of the first player character. Aparent/child relationship is established via a player to player contractthat defines benefits for both parties.

Chromosome—shall mean an attribute, or portion of an attribute of aplayer character that can be passed on to a second player character ifthe second player character is a child of the first player character.

City—a group of one or more buildings that is placed in a territory

Class—shall mean a certain type of character status or caste such as,but not limited to, warriors, paladins, rogues, thieves, wizards, orhealers.

Coach—is a player character that can assemble a team of other playercharacters via a player to player contract.

Computer Generated Character—shall mean any character that is generatedby the system rather than being another player character.

Death—shall mean the end of the character life of a character.

Divorce—shall mean the dissolution of a marriage contract between twoplayer characters. The player-to-player contract that establishes amarriage can include clauses that define what each player receives inthe event of a divorce.

Employee—shall mean a player character who has agreed to work for asecond player character under a player to player contract that definesbenefits for the both the employee and boss.

Expert Player—shall mean a player that is flagged as an expert for agiven Game Parameter.

Family Member—shall mean a player character that has a parent/childrelationship with one or more other player characters in the same familytree.

Family Tree—shall mean the organization of a group of player characterseach of which has at least one parent/child relationship with anotherplayer character in the family tree.

Apocalypse—the last era of a game environment

Army—shall mean a group of player characters who have established playerto player contracts with a general.

Billing Information—shall mean any information pertaining to billing aplayer including a billing address, credit card account, bank account,pay pal account or other payment information.

Boss—shall mean a player character that has other player charactersworking for him under player to player contracts that define benefitsfor both the employee and boss.

Celebrity Voice—shall mean the voice of a known celebrity in the realworld.

Game Era—shall mean a duration of virtual or actual time in a gameenvironment in which certain game parameters are available to playercharacters.

Game Parameter—shall mean any part of a Video Game by which characterscan be measured. Game Parameters shall include, but not be limited to:

Completing all or part of a mission

Playing for a certain period of time

Winning a match against another player character or computer generatedcharacter

Reaching a certain level or score

using or obtaining an ability or technology

kill/death ratios

obtaining an object

solving a puzzle

accuracy with weapons

effective use of the proper weapon

killing a certain character/creature

getting through or to a certain geographic area

decreasing or increasing Karma Points

getting, buying, exchanging or learning a new skill or player attribute

having a child

getting married

obtaining, buying, trading, producing or developing raw materials

producing goods or services

earning income

earning a higher rank in an army

winning an election among two or more player characters

achieving deity status

improving player character status or caste

assisting other player characters with any of the above

speed of accomplishing any of the above

Gender—shall mean a certain type of character such as, but not limitedto, male or female.

General—shall mean a first player character who has established at leastone player to player contract with another player character who is asoldier in the first player character's army.

God—Shall mean a player character that has the ability to establishconditions and game parameters in a game environment.

Government Official—Shall mean a player character that has the abilityto define game parameters for other player characters.

Guild—shall mean a group of player characters who have elected to workas a team. Teams can include super groups, as those allowed in City ofHeroes, Guilds, as those allowed in World of Warcraft, or Corporations,as those allowed in Eve Online.

Help Account—shall mean a sub-account of a Character Account that tracksHelp Points acquired by a Character by assisting other Characters

Help Credit—shall mean a credit in a Character Account acquired bysuccessfully assisting another Character.

Help Point—shall mean a point acquired by a Character by assisting otherCharacters.

Inheritance—shall mean the character attributes owned by a particularplayer character when they die that is passed on to one or moreInheritors.

Inheritor—shall mean any player character that has been linked to acharacter attribute in a will, or absent a will, to the children of thedead player character.

In-game Marketplace—shall mean a virtual environment where Characterscan exchange Attributes.

In-Game Voice Software—shall mean software that players can use to speakand listen to other Players whose Characters are interacting in a VideoGame Environment.

Karma Points—shall mean points attributed to a player character based onhow that player character performs under the player to player contractshe has established.

Marriage—shall mean a virtual contract between two players that allowsthem to select other player characters entering the game environment aschildren. A marriage is established between two player characters via aplayer to player contract that defines the benefits for both parties.

Massive Multi Player Online Video Game—Shall mean a Video Game that isplayed using either a network of a Video Game Central Server and atleast two Video Game Consuls or a peer-to-peer network of at least twoVideo Game Consuls. Players create Characters that may interact witheach other in a Video Game Environment that is stored on the Video GameCentral Server and the Video Game Consuls.

Mission—a game parameter that a player character can complete to achievegame attributes

Natural Resources—raw materials that can be removed from a territory

Novice Player—Shall mean a player that is flagged as requiring the helpof an expert to complete a Game Parameter.

NPC—(non player character) a computer generated character in the game

Parent—shall mean a player character that has completed a defined listof game parameters that allow that player character to designate anotherplayer character as a child. A parent/child relationship is establishedvia a player to player contract that defines benefits for both parties.

Player—shall mean an individual who can register an account with a VideoGame Central Server or within a peer-to-peer network and createCharacters that can interact with other Characters in a Video GameEnvironment.

Player Account—Shall mean an account on the Video Game Central Server orwithin a peer-to-peer network that contains a Player profile includingpersonal, billing, and character account information.

Player Attribute—shall mean any attribute that can be applied to aplayer account. Player Attributes shall include, but not be limited to:

Real Money

Discount of monthly fees for playing game

Monthly fee for playing a game

Global character attribute settings for all characters created by playeracross multiple games.

Rewards for encouraging another player to signup to play

Player to Player Contract—shall mean a virtual but binding contractbetween player characters that allows the players to provide or exchangegame attributes to one another. Once a player-to-player contract isestablished, the game server or peer-to-peer network automaticallydistributes acquired game attributes between the player characters basedon the contract conditions.

Race—shall mean a certain type of character such as, but not limited to,humans, elves, dwarves, Halflings, undead, tauren, or orc.

Reincarnation—shall mean the ability of a player character to reinserthimself into his family tree as a child of any player characters in hisfamily tree that are married.

Relationship—shall mean a link between two player characters thatincludes, but is not limited to: parent/child, marriage, boss/employee,slave/master, and army general/army soldier.

Saved Game Result—shall mean the storage of a completed game parameterin a file.

Soldier—shall mean a player character who has established a player toplayer contract with a general.

Synthetic Voice—shall mean the voice generated by converting a text filewith a synthetic voice profile into a spoken word or phrase.

Team—Shall mean a group of player characters who have established playerto player contracts with a coach.

Technology—a skill that a player character, family, city, or race canuse to build new game attributes

Territory—shall mean the virtual two or three dimensional space that isowned by a race or group of player characters in a game environment

Text to Voice Software—shall mean software that can convert a text filewith a synthetic voice profile into a spoken word or phrase.

Video Game—shall mean a game played on a Video Game Consul that may ormay not be networked to a Video Game Central Server or within apeer-to-peer network.

Video Game Consul—shall mean a device comprising a CPU, memory andoptional permanent storage residing at a player location that can allowfor the playing of video games. Examples include, home PCs, MicrosoftXbox, and Sony Playstation.

Video Game Central Server—shall mean a CPU, memory (e.g., RAM) andpermanent or temporary storage that is connected (e.g., via theInternet) to multiple Video Game Consuls, where the CPU is programmed(e.g., via software instructions) to execute a method that allows forMassive Multi Player Online Video Games to be played.

Video Game Environment—Shall mean a virtual video game world that isstored on the combination of the Video Game Central Server and VideoGame Consuls where Characters interact and games are played.

Virtual Will—shall mean a virtual document that establishes whichcharacter attributes of a first player character shall be distributed tospecific other player characters in the event of death of the firstplayer character. Absent a Virtual Will, a Default Will shall prevail todetermine attribute distribution to a character's heirs.

Voice Recognition Software—shall mean software that can convert a spokenvoice into text and/or text into a spoken synthetic voice using asynthetic voice profile.

Voice to Text Software—shall mean software that can convert a spokenvoice file into a text file.

Video games which are accessible to multiple players via a server arewell known. For example, hundreds of thousands of players access gamesknown as massive multi player online games (MMOGs). Players of thesegames customarily access a game repeatedly (for durations typicallyranging from a few minutes to several days) over given period of time,which may be days, weeks, months or even years. The games are oftenconstructed such that players pay a periodic subscription price (e.g.,$15 per month) rather than, or in addition to, paying a one timepurchase price for the game. Often, though not necessarily, these gameshave no ultimate “winner” or “winning goal,” but instead attempt tocreate an enjoyable playing environment and a strong player community.The games are often designed such that advancement in the game is basedon the benefits received from accumulated game play experience, so thatbeginning players have an initial disadvantage compared to moreexperienced players.

It would be advantageous to provide improved methods and apparatus forincreasing the enjoyment and/or longevity of video games.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

According to one embodiment methods and systems are disclosed that allowplayer characters in a massive multi player online video game to createrelationships with each other. Examples of the types of relationshipsthat can be created are: 1. Marriage 2. Parent/Child 3. Slave/Master 4.Affair 5. Enchanter/Enchanted 6. Boss/Employee 7. Gods/Worshipers 8.Government Officials 9. Sports Teams/Coaches 10. Guilds 11. General/Army

According to one embodiment, when a player character reaches a certainlevel in a video game, he is allowed the opportunity to have one or moreof the above relationships with another player character. Theserelationships can be defined and/or limited by the player character'srace and class in the game. Some of these relationships can allow theplayer character to develop additional relationships with subsequentplayer characters. These additional relationships may require the playercharacter to reach another level in the game. Some levels of the gamemay be unobtainable by the player character unless they have developedcertain relationships with other characters. Certain of theserelationships may prevent or preclude certain other relationships withother player characters.

Relationships between player characters can provide additional benefitsto one or more of the player characters in the relationship.Non-limiting examples of these benefits include: 1. A player charactercan receive some or all of the character attributes generated by anotherplayer character if they have a relationship (master/slave) 2. Playercharacters can have additional relationships with other playercharacters if they have a relationship with each other(marriage/children) 3. Attributes of a player character can be enhanced,modified, or transferred if they have a relationship with anothercharacter (children inherit attributes of parents) 4. The race or classof the player character can be altered as long as they have arelationship with another character (undead possess living playercharacters) 5. A player character can shorten, lengthen, or restart thelife of another player character if they have a relationship(doctor/patient) 6. A player character cannot reach subsequent levels ofa game or acquire certain character attributes unless they have one ormore relationships with other characters. (mayor of city must have awife and child)

Alternatively or additionally, relationships between characters can belimited based on character attributes including: 1. The race of thecharacter 2. The class of the character 3. The number of playercharacters playing the game 4. The level of a player character 5.Whether or not a player character has a certain attribute or collectionof attributes 6. Whether or not a player character has successfullycompleted a game parameter 7. How many hours the player plays with theplayer character in a given time period

According to another embodiment, relationships between characters can belost according to certain game parameters. Examples of the types of gameparameters according to which a relationship might be lost include, butare not limited to: 1. One of the characters in the relationship has theauthority to sever the relationship and does so. 2. One of thecharacters in the relationship cancels his account with the game server3. One of the characters in the relationship does not log enough playtime in a given time period 4. Both of the characters mutually requestand agree to sever the relationship 5. Other characters establish arelationship with a character that severs their relationship with thefirst character 6. A certain time period of real time or game time haslapsed 7. One character pays or fails to pay or provide a certain amountor number of attributes to the other character, then their relationshipmay be severed.

According to one embodiment, relationships may be established in avariety of ways. Examples of ways in which relationships betweencharacters can be established include, but are not limited to: 1. By acontract (e.g., an in game negotiated virtual contract) between two (ormore) player characters or two (or more) players 2. Randomly or underproscribed rules controlled by the game server or within a peer-to-peernetwork 3. By a structure of rules defined by the game players, gameserver, or within a peer-to-peer network or a combination of these 4.When a new player character is created in the game, relationships areautomatically established by the game server or within a peer-to-peernetwork between that character and the existing character's within thegame.

According to one embodiment, each type of relationship may be definedand/or governed by various rules and/or limitations. Below are listedexamples of relationships and governing rules and limitations for thoserelationships. It will be understood, however, that such relationshipsand limitations are provided only as examples of the types ofrelationships and limitations that could be used in a game and that noneof the examples below should be construed as requirements for theembodiment. It will be further understood that rules and limitations maybe added or deleted, individually or in groups, and that such rules andlimitations may be static or fluid.

Marriage—Two players in a game reach a certain level of the game and arequalified to be married. The characters log in to a special screen ofthe game that displays other characters that are available to bemarried. Characters can display conditions for the marriage i.e. theyneed a certain dowry, prenuptials or will only marry a character of acertain class or level, or with sufficient resources, income or skillsto contribute to the marriage. A player character can accept a marriageproposal or submit a counter offer. When both players agree to the termsof the marriage, then the system sets a flag in both of the characteraccounts indicating their newly formed relationship.

Different types of characters could have different marriagearrangements. For instance Taurens could be married to more than oneother character, while Elves could only be married to one othercharacter. Humans could get married at level 10 while elves could bemarried at level 15. Some races could have multiple marriages with fixedtime limits.

Parent/Child—Once two players have been married; they can have childrenonce one or both of them have reached a certain level of the game. Onceone or both characters have reached a proscribed level of the game,their character accounts are flagged as being eligible to have children.A new player character formed by a new player can only come into thegame when two other players are eligible to have a child and agree tohave a child. A new player can specify what gender, race and class hewants his player character (child) to be. The system can display whatgender, races and classes need or want more children by displaying thefamily trees of player characters already in the game that are marriedand that desire children. Parents can only have children within acertain subset of classes. For instance a rogue and a wizard can onlyhave warriors and paladins as children, etc. Additional criteria can beset up by the new player or the parents to further establish therelationship between them. For instance, parents can set up a contractwith the child so that they take a certain percentage of his experienceor game attributes, but agree to leave all of their wealth to the childin their will when they die. New characters can set parameters forbecoming a child, for instance, the new player child may agree to givehis parent(s) a certain percentage of his future experience points, inexchange for certain attributes or other tangible or intangible propertywhen his parent(s) acquire them. Once the parents and the child haveagreed to a contract, the new player character is born into the game andis added to the family tree of the parents. The new child may then beginto play the game and strive to gain wealth and attributes, etc.

New player characters can only be added to the game environment by beingoffspring of other player characters. New players can elect to give agreater amount of their experience or game attributes to parents who arein a good family or who otherwise have desirable traits, attributes,wealth, etc. According to this example, so called “bad families” willhave a cheaper “barrier to entry” for new players than “good families.”A player can set up a profile of the type of character they want. When amarried couple in the game is able to have a child, the new playercharacter requests are analyzed and new children are created accordingto new player preferences. A new player can choose to have his playerinserted into different ages based on different servers.

Some characters may be able to spawn children without marriages. Forexample, some races may not require the union of two characters in orderfor a parent to have a child. In these cases, children entering the gamemay suffer from deficits in income, attributes, or othercharacteristics. These deficits may plague the player throughout hislife or only during childhood. An advantage of becoming a child out ofwedlock is that there is no or little barrier to entry.

Slave/Master—A first player character may be captured by a second playercharacter in the game. The first player character is made a slave to thesecond player character and some or all of his experience and attributesare given to his master until he is freed. A slave can be freed if amember of his family or the slave if a ransom is paid. The master canput out a ransom note, or he can keep it a secret that he has capturedthe first player character as a slave. Family members of the slave orthe slave himself can log in to a special screen in the game to view theconditions of the ransom to free the slave/himself. If the familymembers or the slave agree to the conditions of the ransom, they canfree the slave/himself. They can also free the slave by recapturing himin the game. All the slaves of a given race may be freed based upon theoutcome of a war. If a General and his Army defeats another General'sArmy, the victorious General may choose to free all the slaves of theother race through an “emancipation proclamation.” Slaves freed in thisfashion will have all that was taken from them, plus optional penaltiesthat are established by the Game Server or within a peer-to-peer networkor as otherwise agreed upon by the players. Alternatively, Generals mayagree to conditions of surrender, which may determine the disposition ofany slaves or other spoils of war. In such case, slaves may be freed butthey may receive only a portion or none of their previously lost wealthor other attributes.

Slaves may be subject to various penalties or governed by additionalgame rules while they are being held in slavery. Examples of the typesof penalties or additional game rules to which a slave might besubjected include, but are not limited to: 1. Slaves can play in thegame in a limited capacity until they are free. 2. Slaves can be cut offfrom communication with their family. 3. Slaves can commit suicide tostart over in the game. (This could result in bad karma for the playercharacter resulting in a low reentry status.) 4. Slaves can create theirown contracts with other player characters who can free them from beingslaves. 5. Slaves can bargain with their masters to free them for aproscribed initial or future, i.e., to be paid price. 6. A slave canalso be sold by its master to another master by posting the slave forsale on a special marketplace.

Affair—In some instances, a married couple may not be able to produceoffspring that compliment their team fighting abilities. For instance, afamily may need more healers to have a well rounded fighting force, butnone of the parents can have healers as children based on their classes.In this instance, a player character, once he reaches a certain level,can have an affair with a family member of another family so that theycan have children of a specific class that they could not otherwisehave. Children generated in this manner are members of both families.The stronger family has the right to absorb the bastard player intotheir family first. The concubine or weaker player character cannegotiate a contract with the stronger player character in order toprovide a bastard child to his family. In this manner, a family lackingin a certain class of character can go outside the family to generatethose class types in their family, but must pay for the privilege byproviding game attributes to the non family member who agrees to havethe affair.

Incest. Absent all other options to bear children, close family membersmay have children. In such cases, the offspring shall be created in amanner similar to all other child bearing methods, except that, thereshall be a greater probability of the offspring being defective in oneor more ways. Such defects might include an inability to obtain certainattributes or use certain objects, weapons or tools. Another defect typemight be a general constraint on the speed with which a child achievesvarious objectives, levels, karma, or other attributes. The degree towhich these defects manifest themselves in such offspring may bedetermined randomly or predetermined by a set of rules enforced by theserver or peer-to-peer network,

Enchanter/Enchanted—Undead players can build up their army/family byenchanting other player characters. When an undead character reaches acertain level, they are eligible to enchant a “living” player characterand cause them to be undead. These newly undead players than are removedfrom their current family tree and added to the undead family tree. Tobecome living again, an undead player would have to be unenchanted by adevice or spell provided by his family or by paying another Enchanter toprovide the spell for a fee. Alternatively, once a player character hasbecome undead, their family can only kill them and allow them to bereentered into their family further down the family tree viareincarnation.

If an undead character is killed, then the undead character that createdhim can be allowed to make another character undead. i.e. an undeadcharacter who has earned a credit to enchant a living character canreuse it if that living character that has become undead is killed.

Gods/Worshipers—Some characters, i.e. the first characters that sign onto a server, can be made Gods of their races. These gods can have somecontrol of rules governing the entire game environment and can alsobless or curse characters. Player characters can become blessed byoffering attributes to the gods. They can nullify a curse by offeringattributes to a god. Gods may be player characters or, in certain gameversions, NPCs.

The goals of Gods are that their race rules the world. They can addextra incentives to parent/child contracts so that new player charactersjoin their race over other alternative races.

Gods can battle one another and their strength is based on the strengthof the families in their races.

Only a certain x number of characters can be gods in a given gameenvironment.

Boss/Employee—in a mafia type game, new player characters can beintroduced into a game as employees of a boss. Once player charactersreach certain levels or acquire certain attributes in a gameenvironment, they are eligible to take on new players as employees.Employees have to give a certain amount of the experience or gameattributes they acquire to their boss in exchange for the positionand/or protection. If either party fails to fulfill the terms of thecontract, the contract can be nullified and his boss no longer employsthe employee. The contract may include terms that control contractdissolution.

In a fantasy game such as World of Warcraft, player characters can behired as soldiers to other player characters and fight for their armyunder an agreed upon contract. Characters log in to a special screen inthe game to view employment contracts of other player characters.

Government Officials—Members of families who are strong qualify to bepart of a race's government. Different races have different governmentstructures. I.e. some governments require that all members of a racevote for someone to become a government official while others, thestrongest players are automatically allowed into government positions.

For example, the human race can have a republic government with votesfor party members. The Tauren race can have a monarchy and determinegovernment position based on which player is the strongest.

Player's characters could also race to achieve certain levels in thegame. The first person to reach a certain level in the game is allowedto be a government official over other characters in the game. Agovernment official may be able to take an experience or attribute taxfrom other players. Player characters may challenge current governmentofficials in future elections, which may occur at prescribed times/datesor when a majority of players in a given race agree to hold newelections.

Divorces—two player characters that are married can go to a virtual orplayer character judge who can split up their attributes if they want adivorce. Alternatively, if the married couple entered into a prenuptialagreement, that agreement shall govern the split up of their attributesupon entering into a divorce.

Sports Teams/Coaches—In a game that has teams or armies, a coach canrecruit new player characters to be on his team based on how well histeam is doing against other teams/armies. A coach can receive points forwinning matches and, when a certain number of points have been obtained,he is entitled to recruit new player characters to be on his team/army.In this embodiment, player characters can be traded from one team to thenext.

Examples of assets or value that might be used to trade playercharacters include, but are not limited to: 1. Other player characters2. Game Points 3. Game Credits 4. Attributes

According to this embodiment, there may be a virtual bench from whichcoaches can recruit if they are having a successful season.Alternatively, player characters could only be added to a team if otherplayer characters could no longer play on a team due to injury or death.

Alternatively or additionally, as an option to help improve the overallcompetitiveness of a given team, the Game Server or peer-to-peer networkmay randomly, or based upon preset conditions, grant a coach the rightto obtain one or more additional players with specific skill sets. As anexample, if one team were to become so strong that they consistentlydominate all other teams, the Game Server or peer-to-peer network maygrant one or more of the underperforming teams the right to addsufficient additional players with appropriate skills and experience soas to make them better able to compete against the dominate team.

Guilds—A player character in charge of a guild cannot add other playercharacters unless either he or his guild have obtained a certain levelin the game, completed certain game parameters, or acquired enough gameattributes to qualify to add characters to the guild. New playercharacters coming into the guild can do so with a contract that can benegotiated before they join the game environment. Players in a guild canrenegotiate contracts with their guild, or can be recruited to otherguilds who offer competitive contracts.

General/Soldier—A player character who is a general can recruit newplayer characters into his army when he successfully defeats anotherarmy in combat. New player characters entering the game environment canelect to join an army based on available slots and offers in contracts.A weaker army would have to give more to new recruits in order to havethem join. A contract to join an army could include: 1. A rank orposition in the army 2. A salary 3. A % of spoils obtained by the army4. One or more attributes (swords, etc)

Alternatively, or additionally, to help ensure competitiveness amongarmies, the Game Server or peer-to-peer network may randomly or viaproscribed rules, grant rights to underperforming teams to obtain newsoldiers for free or for reduced fees.

According to yet another embodiment, the game rules may specify that aplayer character cannot enter the game environment unless a relationshipis established between one or more player characters already in the gameenvironment and himself. For example, the game rules may state that aplayer character has to enter the game as a child of two other playercharacters.

As a further embodiment, when two player characters are eligible to haveoffspring, the system can randomly insert twins a certain x number oftimes in the game. A twin may be another player character or an NPC.

Accordingly, contracts between player characters may be formed in a widevariety of ways including, for example and without limitations, by thegame server, within a peer-to-peer network, or by player characters viaa trade or exchange service.

According to one embodiment, a player character can view his family treeat any time during game play by logging in to a special family treepage.

According to another embodiment, a player character can be a god in thegame and determine rules and settings that other player characters abideby. Accordingly, certain players, e.g. those with the oldest gameaccounts may be able to reach or achieve a god level that presides overother game players and manages player and game mechanics such aspopulation growth. Thus, a god level player may, for example, havechoices as to how new offspring are born into the game.

According to another embodiment, certain attributes, classes, andspecial powers may only be available to player characters that havecertain characteristics or attributes such as, for example and withoutlimitations, players with a certain number of ancestors or who have beenreincarnated a certain number of times.

Sexes and classes can be selected by any desired means, including, forexample, by the character or randomly by the system.

According to one embodiment, characters may be generated as childrenbased on “genetically crossbreeding” the parents. According to onemethod of this embodiment, lists of player attributes for both parentsare generated and random or average selections from both parents arecompiled to form the child. Each attribute of the parent can bespecified by the game server as dominant or recessive. The child createdby the union receives one chromosome from each player character parent.Depending on which attributes are considered dominant and recessive,when the child is generated by the chromosomes of his parents, hisattributes are determined. This embodiment also allows for mutationsfrom one generation to the next. Mutations can randomly occur andprovide new or enhanced attributes to the offspring of the children.

According to an embodiment, when one or more player characters have theright or ability to create a child character, or when one or more playercharacters form a relationship, one or more profiles can be generatedbased at least in part on the attributes of those player characters. Thegenerated profiles can be made available to players, such as to playerswho desire to acquire a new character (e.g., new players entering intothe game).

In an embodiment, generated profiles can be made visible, in whole or inpart, to other players, e.g., to players acquiring or desiring toacquire a new character. The profiles may include information ofinterest, e.g., the one or more parents from which the profile wasgenerated, attributes of the parents, the relative success of theparents in game play.

In an embodiment, players may select from among one or more generatedprofiles to create their character. Similarly, players may select fromamong one or more sets of parents or potential parent characters tocreate their character.

In an embodiment, some or all skills, items, or other features of avideo game are only made available to a character with a predeterminedrelationship, such as a child relationship to a parent character (e.g.,a parent possessing that skill, item, or other feature).

In an embodiment, some or all skills, items, or other features of avideo game are limited to a certain number of player characters, and mayonly be inherited based on a child relationship.

In an embodiment, a game has a finite set of character attribute classesthat are distributed to a predetermined number of the first players ofthe game. Then, only offspring of those characters can have thoseattributes.

In an embodiment, one or more players can elect to cooperate to generatea profile based at least in part on the attributes of those playercharacters. For example, a spell or potion can be created that allowstwo player characters to create a profile that is randomly created fromtheir respective attributes. If the profile is deficient, undesirable orinsufficient in some manner, the profile can be discarded rather thanmade available to a player.

In an embodiment, a player character that does not establish enoughparent child contracts with other players dies or is otherwisepenalized. When a player character dies or is otherwise penalized, theunique attributes of his character can be made available to otherplayers so that the can be disseminated amongst the population. When aplayer character dies, new players can come into the game with some orall of the unique attributes without being the child of an existingcharacter. Alternatively, the unique attributes of the dead characterare not made available to other players.

Certain toys or other in game or out of game attributes can only beavailable to characters and players in certain family trees or to thosewho achieve certain levels, obtain certain attributes, or acquirerequired virtual objects, which may be exchanged for tangible goods andservices.

According to one embodiment, player characters could only be allowed tobe inserted in the game with particular characteristics, for example, asa particular race (e.g., goblin) of the game.

Populations may be managed so that no race in a game environmentdominates all other races or grows faster than other races. With thislimitation enabled, even if player characters reach the required levelin the game where they qualify to have a child, they may not be able tohave a child if their race has a population substantially or unfairlygreater than other races in the game. In this manner, the game server orpeer-to-peer network can manage the number of player characters in eachrace, and even in each class of each race. Alternatively, playercharacters that are citizens of a particular city in a game may onlyhave children when both (i) they qualify and (ii) the city islarge/healthy enough to support additional player character populations.

According to another embodiment, all, an average, or a portion of theattributes of parents can be passed on to their children. For example, aparent with an intelligence level of 12 can pass on 50% of hisintelligence level to his child. As player characters age, attributessuch as intelligence increase, so an older player character can pass ongreater attribute levels than a younger player character.

According to another embodiment, in some ages and races, a playercharacter can be too old to establish a relationship with another playercharacter, even if his level allows it. For example, age can be based onthe hours of game play, and/or on some other features.

According to another embodiment, under certain game conditions,different races or classes of characters can have a child together, theoffspring of which forms a new race. For example, in the third era of agame, elves and humans can mate to form Halflings.

According to yet another embodiment, players could pay an extra fee foran account that allows their player characters to have certainrelationships with other player characters.

According to another embodiment, the entire group of characters thathave a relationship (i.e. family or army) may have to reach certaincumulative experience or game level in order to add new characters tothe group. Alternatively, a certain number of characters in the groupmay have to have a certain amount of experience or have obtained acertain level in the game before they, or other members of the group canhave relationships with new or existing player characters.

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Environment Program

Billing Program

Character Relationship Program

Character Profile and Management Program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Player Database including, for example: Player GUID Player Billing InfoPlayer Characters 1-N Account Type

Player Character Database including, for example: Player GUID CharacterGUID Character Attributes 1-n Character Skills 1-n with Current Level1-n Character Relationship(s) 1-n (tree) Relationship Type(s) 1-n

Relationship Type Database including, for example: Relationship Type IDRelationship Type Name Relationship Type Conditions/Restrictions 1-n

Relationship Contract Database including, for example: RelationshipContract ID Relationship Character 1-n (tree) Relationship Conditions1-n

Player Character Family Tree Database including, for example: PlayerCharacter ID Player Character Relationship 1-n (tree).

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method to determine eligibility to form a relationship comprising:retrieving Player Character attributes 1-n, determining if attributesqualify for a relationship, and

If attributes qualify for a relationship, flagging the character accountas eligible for a relationship; and outputting the relationshipavailability to the player character.

A method to create a contract to establish relationship comprising:retrieving a request to form a relationship contract, outputting therelationship contract parameters, receiving relationship contractconditions; and creating new relationship contract record.

A method to form a relationship comprising: retrieving a request to viewrelationship contracts, determining relationship contracts availabilitybased on player character account and relationship contract conditions,outputting available relationship contracts, receiving an indication ofacceptance of a relationship contract or a counter offer, creating arelationship based on agreed upon contract conditions; and updating therelationship contract record.

A method for a character to sever a relationship comprising: receiving arequest to sever a relationship contract, determine if the request ispermitted based upon relationship contract conditions, and if therequest is permitted, severing the relationship, and if the request isnot permitted, outputting additional conditions that must be met inorder for relationship to be severed; and updating the relationshipcontract record.

A method for a server to sever a relationship comprising: retrieving arelationship contract, determine if the contract is eligible to besevered, outputting the offer to sever contract to player characters,and if offer is accepted, severing the contract and updatingrelationship contract record.

A method for creating a child character based on attributes of parentcharacters comprising: determining that a child relationship contract isavailable for two player characters, receiving an indication that aplayer character desires to be a child of two player characters,generating a genetic profile of the child player character based in parton the genetic profile of the parent player characters, and creating achild player character with genetic profile.

A method to create a new player character related to existing playercharacters comprises: determining that a child relationship is availablefor one or more player characters, receiving (or generating) childrelationship contract conditions, creating a child relationshipcontract, receiving a new player character request, outputting availablechild relationship contracts, receiving an acceptance of the childrelationship contract, and creating a new player character that is achild of one or more existing player characters.

A method to allow a player character to receive game attributes forcompleting a game parameter only if relationship with other playercharacter exists comprising: receiving an indication that a gameparameter has been completed by a player character, determining if theplayer character has a relationship with another player character, andif a relationship exists, releasing available game attributes forsuccessful completion of game parameter.

A method to allow player character to attempt to complete a gameparameter only if relationship with other player character existscomprising: receiving a request to attempt to complete a game parameter,determining if the player character has a relationship with anotherplayer character, outputting a “game parameter requires relationshipmessage” if character does not have a relationship with another playercharacter; and initiating game parameter if player character has arelationship with another player character.

Of course it will be appreciated that such methods are provided for thepurposes of example only and that none of the above methods should beinterpreted as necessarily requiring any of the included steps norshould they be interpreted as necessarily excluding any additionalsteps.

According to yet another embodiment, the present disclosure providesmethods and systems to allow for karma points, death and reincarnationof player characters in a video game, such as, for example, a massivemultiplayer online video game.

According to one embodiment, a fixed time limit is placed on the amountof virtual or actual time a player character can exist in a gameenvironment. During their lifespan, player characters can acquire“Karma” points based on their activity in the game. A player's life spancan be set to expire within a range of ages that may be based on factorsincluding, but not limited to, the player character's race, thecharacter's class, a random number, and/or, the player's karma pointsfrom a previous life.

According to one embodiment, the player character can extend or shortenhis life by, for example and without limitations, getting killed acertain x times before they die, getting killed a certain x times by acertain method before they die, using game attributes, such as potionsand armor (i.e. using the picture of Dorian Gray), purchasing orstealing life credits from another player character (i.e. buyingmedicine from a doctor or drinking the blood from slaves), earning karmapoints, and/or completing game parameters (i.e. finding the fountain ofyouth).

According to another embodiment, at the end of his life, a playercharacter can establish a will that allows other player characters toreceive the game attributes he has acquired over his lifespan. The willmay, but is not necessarily, limited to leaving game attributes to theplayer character's relatives. A will can be created, for example, by theplayer character, by the heirs of the player character, by the gameserver based on rules, or randomly.

As yet another alternative or in addition to the previously describeddivision of assets, the Game Server or Peer-to-peer network may randomlyor predictably decide to distribute a portion or all of an estate to aplayer's race, and/or allocate a portion of the estate to “taxes” inwhich case the taxed portion of the estate is forever lost to thedeceased's progeny.

According to another embodiment, over the course of a lifespan in thegame, a player character earns positive or negative karma points thatare used when the player character is reinserted into the game after hisdeath. Positive Karma points can be earned, for example and withlimitation, by: completing game parameters, killing other playercharacters, assisting other player characters to obtain attributes orcomplete game parameters, and/or having relationships with other playercharacters, including assisting other characters. Negative Karma pointscan be gained, for example and without limitations, by: failing tofulfill contracts, killing one's own offspring, having a spell castagainst the player, being killed, and/or having affairs or children outof wedlock.

According to another embodiment, when a player dies, the character maybecome a ghost. A ghost may play in the game environment, but may havelimited character attributes and/or properties. These limited propertiesmight include: 1. The ability to chat with other player characters orprovide hints 2. The ability to curse items, player characters, orplaces in the game 3. The ability to inhibit or otherwise influence themovement of certain player characters 4. While a character is in ghoststatus, he can earn positive or negative karma points by helping orhurting other player characters.

The ability to possess other player characters—in this embodiment, whena player character becomes a ghost he may be able to insert his willinto the body of another player character. This may be a way to createundead characters in the game. The ability to possess people may belimited to player characters of a certain rank, race, class, or othermeasurable attribute of the game. For instance, a player character witha great number of negative Karma points may be able to indefinitelypossess another player character. Alternatively, a player character thathas become a ghost may only be able to possess another player characterif they have a high number of negative karma points, or some otheracquired attribute of the game, but then only for a limited amount oftime proportionate with the number of negative karma points they haveacquired.

Alternatively, a player character may only possess another playercharacter when the first player character has become a ghost and thesecond player character has become enchanted by an undead player in thegame.

According to another embodiment, a player with a ghost character candevelop a new player contract that allows him to be reinserted in to thegame as a child of one or more of the members of his family. Once twoplayer characters are able to have children, the player character can beremoved from the game as a ghost and reinserted as a new playercharacter that is the child of the other two player characters.

According to another embodiment, when a player character is reinsertedin the game, his Karma points may be used to establish a variety offactors including, without limitation: 1. The character attributes hebegins with in the game (e.g. a player character with good karma couldstart the game with a really good weapon). 2. His new player characterlifespan (i.e. a player character with good karma could be given anextended lifespan). 3. What family he is allowed to be inserted in (e.g.a player with good karma could have the option to be reinserted as achild in a high ranking family in the game). 4. What other playercharacters are allowed to be his parents. 5. What race, class or othercharacter type he is allowed to be in the game. 6. Whether or not he isallowed to be reinserted in the game. 7. His starting level in the game(i.e. a character with good Karma can start at level 10). 8. What levelof karma he begins with (i.e., some portion of karma may be passed on tothe reincarnated player). 9. How many or how quickly the player maycreate new offspring.

According to yet another embodiment, a player character that has noKarma that wants to play the game may be subject to certain restrictionsor limitations. For example a player character with no Karma may berestricted to starting as a certain class of player character, e.g., aplayer with no karma needs to start as an Orc or Tauren and earn karmapoints by playing with a character that then dies. The karma pointsearned by the character could then allow the player to create a newcharacter that is of a different class than the first. i.e. once thefirst character earned sufficient karma points, the second characterdeveloped by the player character could be in the human race rather thanthe Tauren race. Bad karma points could allow the player to insert a newcharacter only in races that are classified as evil. I.e. a new playercharacter established by a player whose previous player character hadbad karma could only be in the orc, Tauren, or undead race.

Alternatively or additionally, only certain classes may be available toa new player character based on his karma points. For instance, a newplayer character with no karma points could only be inserted into thegame as a beggar or slave. Once he has earned karma points with thatplayer character, and that player character dies, the new character ofthe player can have more class choices available to him. i.e. the newplayer character could be a warrior, slave, beggar, or paladin becauseof the karma points he earned in a previous life in the game.

According to one embodiment, players could pay an extra fee to theserver or to other player characters for their characters to be able toearn karma points in a game.

According to another embodiment, being reincarnated in a game allows theplayer character to enter at a higher level, or as a different class.I.e., the number of times a player character has been reincarnated mayeffect the starting level and/or available class choices for thatcharacter. This may or may not be further regulated based upon theamount of positive or negative karma accumulated by the player characterin previous lives.

According to another embodiment, a player character can assignattributes in his will to other player characters whether or not theyhave relationship contracts established.

According to another embodiment, a player character receiving a gameattribute via an inheritance from another player character may have tofulfill certain conditions before he can acquire the attribute. Forinstance, the player character may have to reach a certain level,complete a certain game parameter, or acquire a certain game attributeor object in order for a game attribute that he has inherited to bereleased from escrow of the estate of the deceased player character.

According to another embodiment, rather than Karma being measured inpoints, it can be measured in game attributes or currency or anycombination of these variables.

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Program

Character Insertion Program

Will Creation, Notification and Enforcement Program

Character Death Program

Character Reincarnation Program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Player Database including, for example, player GUID, Player BillingInfo, Player Account Type, and/or Character GUID 1-n

Character Database including, for example, Character GUID, CharacterRelationships 1-n (tree), Character birth date, Character death date,Character will ID, Character Karma Points, and/or Character Attributes1-n

Inheritor Database including, for example, Inheritor GUID, Relationships1-n (tree), Will Database, Will GUID, Character GUID, Attributes 1-n,Attribute Inheritor assignment 1-n, and/or Will conditions 1-n.

Attribute Database including, for example, Attribute ID, and/orCharacter GUID,

Karma Database including, for example, Karma Attribute ID, Karma pointrequirement 1-n, and/or Character GUID 1-n.

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method wherein a character dies comprising: Receiving an indicationthat character has reached lifespan time limit, Outputting indicationthat character is deceased, Updating character database, Determining ifplayer character qualifies to be a ghost, and If character qualifies tobe a ghost, flag player character account as ghost and if playercharacter does not qualify to be a ghost, cancel player characteraccount.

A method where a character is reincarnated based on karma comprising:Receiving an indication that player character is deceased Retrievingplayer character karma points Determining if player character qualifiesfor reincarnation; and If player character qualifies, retrievingreincarnation conditions Determining if player character or newrelationship contract fulfills conditions Creating new player characterfrom deceased player character if conditions are met. Determininginitial character attributes based on karma and reincarnation rulesEndowing new player character with character attributes based on karmaEstablishing new player character starting karma points; and Updatingnew player character database

A method in which a character becomes ghost and possesses anothercharacter comprising: Receiving an indication that character hasdeceased; Determining if player character qualifies to be a ghost; andIf player character qualifies to be a ghost, flag player characteraccount as ghost Receive indication that ghost desires to possessanother player character Determine if conditions are satisfied to allowghost to posses other player character; and if conditions are met; Allowghost to possess other player character; Notify possessed player; andupdate possessed player's database as being possessed.

A method to create a will in a game comprising: Receiving a request tocreate a will; Identifying player characters that are established asinheritors Receiving and storing conditions of inheritance for eachqualifying game attribute Linking each qualifying attribute to one ormore inheritors; and Updating will database.

A method to create a default will in a video game comprising: Receivingan indication that character has deceased; determine if player characterhas established a will; and if player character has not established awill: creating a default will that equally divides the deceased's estateamong his heirs; or, dividing the estate based upon a ratio that favorsthose heirs that are closest in relation to the deceased family tree.optionally taxing the estate; and Updating Will Database

A method to establish a Will comprising: Receiving an indication thatcharacter has died Determining if the character has qualifying gameattributes that are not linked to an inheritor; Outputting a list ofattributes that are not linked to an inheritor Receiving an inheritorfor each qualifying game attribute. Receiving conditions of inheritancefor each qualifying game attribute; and Placing items in escrow

A method for receiving game attributes from a will comprising: Placinginherited item in escrow Outputting notice of game attribute in escrowto each inheritor including conditions Receiving an indication thatconditions are complete Receive request to remove game attribute fromescrow Determine if conditions have been fulfilled, and Release gameattribute to inheritor.

Of course it will be appreciated that such methods are provided for thepurposes of example only and that none of the above methods should beinterpreted as necessarily requiring any of the included steps norshould they be interpreted as necessarily excluding any additionalsteps.

According to yet another embodiment, the present disclosure provides amethod and system to allow for inheritance between player characters ina video game such as a MMPOV.

According to this embodiment, when a player character dies (see, e.g.above), he is able to have some or all of the attributes he acquires inthe game be given to other player characters in the game. Before hisdeath, the player character can establish a will that specifies whichassets/attributes go to which other player characters.

At any time during game play, a player can assign his attributes toother player characters when he dies in the form of a virtual will. Theconditions under which a player can assign attributes to other playercharacters may be subject to limitations. Non-limiting examples of thetypes of limitations that may exist include:

That the other player characters are in the same family as the playercharacter

That the other player characters are in the same race as the playercharacter

That the other player characters are in the same class as the playercharacter

That every member of his family, based on position in the family tree,gets the same or relative percentage of the attributes available asother family characters.

That other player characters have the appropriate karma or other ratingbefore they receive the attributes assigned to them in a will.

That other player characters do not have a lean or debt to a thirdplayer character, who can automatically receive the player characterinheritance to offset the debt owed them. In this embodiment, the systemcan automatically use attributes to offset debts, or a player charactercan use attributes he has inherited to offset debts without the systemintervention.

In an alternate embodiment, the system may determine a tax amount tocharge to the player character account before the player character'sattributes are given to his heirs. The system may determine a virtualequivalent cash value for each attribute that the player character ownsthat can also be assigned to another player character. The attributesmay be assigned to player characters. When the first player characterdies, the second player character may be notified that he is eligible toreceive an attribute from the first player character. If the attributeis cash, the system may automatically remove the tax fee and distributethe cash to the player (assuming the inheritor meets all otherinheritance criteria and there are no other offsets, taxes, or precedentliens or debts). If the attribute is an object, the system may determinea virtual cash value for the item and notify the player character whohas inherited it that he must pay the tax portion of the cash value inorder to collect and use the item. After settling all debts, liens orother encumbrances that take precedence over the player character'sright to inherit the assets, the player character may elect either (i)to pay the tax due on the item or (ii) sell the item and collect theselling price less the tax percentage.

According to one embodiment, taxes can be assigned and collected by thesystem, or by a government that is comprised of and managed by playercharacters. The virtual money stored by the government of playercharacters can be used by them to improve shared attributes in the gameenvironment or used to finance a war.

In another embodiment other player characters can contest a will and itcan be distributed based on a group vote by a group of family members, agovernment official, a god, an individual family member, or other playercharacter or group of player characters in the game. Such distributiondetermination may alternatively be governed by chance outcomes.

According to another embodiment, players could pay an extra fee to theserver so to help assure that their character can inherit attributesfrom their parents.

According to another embodiment, when a character is possessed, his gameattributes could be distributed to his family based on his will, held bythe game server, remain with the character or transfer over to hisundead family.

In another embodiment, if no will is established, all attributes may beauctioned off and the attributes sent to the government of which theplayer character was a member.

In another embodiment, if no will is established, a default will may becreated under which assets are divided among surviving family members.Assets may be distributed using any desired means. For example, assetsmay be divided using a percentage based upon closeness of the heir tothe deceased's family tree. Distribution under a default will, may ormay not adhere to the other distribution constraints outlined above.

In another embodiment, if no will is established, the assets of thedeceased may be distributed by chance or lottery. In such case, anyother player, regardless of class, status or other attributes, mayinherit some or all of such assets.

In another embodiment, a potential heir may encumber their share offuture, not yet distributed, attributes. This may be in the form of aloan from a third party player.

In another embodiment, the character may assign certain attributes tohimself once he has re-entered the game as the reincarnated child of hisown offspring.

According to another embodiment, items that are sold that are alsolinked to an inheritor in a will be immediately removed from the willcontract.

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Program

Will Creation, Notification and Enforcement Program

Attribute Distribution Program

Tax determination program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Player Database including, for example, 1. Player GUID, 2. PlayerBilling Info 3. Player Account Type 4. Player Characters 1-n

Character Database including, for example, 1. Character GUID 2.Character Attribute IDs 3 Character Will ID

Attribute Database including, for example, 1. Attribute ID 2. AttributeType 3. Attribute Descriptor 4. Attribute Value

Will Database including, for example, 1. Inheritor GUID 2. InheritorAttribute 1-n 3. Attribute Condition 1-n

Tax Database including, for example, 1. Global Tax Rate 2. Race Tax Rate3. Family Tax Rate 4. Class Tax Rate 5. Attribute Type Tax Rate 6.Character Tax Rate 7. Tax Rate rules 1-n 8. Tax Rate Conditions 1-n

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method of forming a will comprising: Receive request to form a willfrom a player character Retrieve player character attributes Receivelink of each attribute to one or more inheritors Save will

A method to create a default will comprising: Receive indication thatcharacter has deceased Determine if player character has established awill

If player character has not established a will: create a default willthat equally divides the deceased's estate among his heirs, or,alternatively, divide the estate based upon a ratio that favors thoseheirs that are closest in relation to the deceased family tree UpdateWill Database

A method to distribute attributes to heirs comprising: Receiveindication that a player character has died Generate list of inheritors(from a will or default will) Distribute player character attributes toinheritors based on player character and/or game server rules andconditions Update player (i.e., heir) attribute database

A method of taxing will assets before distribution comprising: Receivegame attributes flagged for inheritors Determine tax rules andconditions Determine taxes due based on rules and conditions Withholdtaxes or place character attributes in escrow with tax paymentconditions

A method to inform inheritors that tax fee is due comprising: Determinetaxes due for a game attribute Retrieve inheritor of item Notifyinheritor of the taxes due

A method to pay taxes and debts and retrieve item from escrowcomprising: Receive request to retrieve game attribute from escrowReceive tax payment for game item Distribute remaining items to anythird party owed by heir Release remaining game attribute(s) to playercharacter Update player (i.e., heir) attribute database

A method to liquidate game assets to pay off/down debts or otherencumbrances comprising: Receive indication that player character hasdied Determine debts Determine values of game attributes of playercharacter Liquidate game attributes up to debt amount Pay down/off debtsof player character Determine if additional game attributes remainDistribute remaining attributes to inheritors based on will.

Of course it will be appreciated that such methods are provided for thepurposes of example only and that none of the above methods should beinterpreted as necessarily requiring any of the included steps norshould they be interpreted as necessarily excluding any additionalsteps.

According to another embodiment, the present disclosure provides aMassive Multi Player Online Video Game that progresses in eras.According to this embodiment a game environment that progresses indiscrete time frames, i.e., “ages” or “eras” is provided. At itsinception, the game environment may begin with a certain structure thatmay include: 1. a virtual geography 2. a virtual map of the geography 3.a group of game parameters that can be completed by player characters 4.a maximum population of player characters 5. a list of availableresources or game attributes 6. a max group of resources or gameattributes 7. a group of available player races 8. a group of availableplayer classes 9. a group of available player attributes 10. a maximumsize of a player character family tree 11. The types of skills a playercharacter can acquire and or develop 12. A group of availabletechnologies

According to one embodiment, as the game progresses through time it maybe altered in a number of ways, including without limitation, in thefollowing ways: 1. The virtual geography may become larger or smaller 2.The map of the virtual geography may become larger, smaller or more orless defined 3. The group or number of game parameters may be changed,expanded, or reduced 4. The list or number of game resources and orattributes may be expanded, reduced, or altered 5. The maximum group ornumber of resources or game attributes may be expanded, reduced oraltered 6. The list of available player races may be expanded, reducedor altered 7. a list of available player classes may be expanded,reduced or altered 8. a list of available player attributes may beexpanded, reduced or altered 9. a maximum size of a player characterfamily tree may be expanded, reduced or altered 10. The types of skillsa player character can acquire and or develop may be expanded, reducedor altered

According to one embodiment, new alterations of the game environment canoccur only when one or more events occurs. Examples of the types ofevents that might allow alterations of the game environment to takeplace include, without limitation: 1. a certain amount of virtual oractual time elapses 2. one or more player characters complete a gameparameter 3. the game environment reaches is max population setting 4.An available attribute or resource is discovered or depleted 5. acertain section of the game geography is discovered, explored, ordeveloped 6. a certain number of relationships has been established ordissolved between player characters 7. a certain number of play cyclesare completed 8. a war between races is won or lost 9. a certain numberof players have entered or left the game

According to one embodiment, player characters can build, find, and usetime travel devices that allow them to move from the present state ofthe server to the past. Player characters can observe the past withoutaltering the past. Time travel devices essentially serve as historybooks of a game environment.

Additionally or alternatively, by paying a fee or by acquiring a skillor through use of an acquired potion, players can travel back in time toreplay a segment of the game to improve the outcome or to gainadditional experience. Such replay episodes are restricted to solitarygame play, such as completing a task, solving a puzzle, etc., i.e.,replays that require multiple players are precluded. Players may improvetheir condition in the present through such time travel episodes.

According to one embodiment, different servers of the same game can beset or, optionally reset, to be on different eras of the game at thesame time. A new player can elect to insert his character into any eraof the game at any time.

According to one embodiment, if a certain attribute is not acquired by aplayer or group of players before an era of the game has elapsed, thanthat player or group of players can never obtain that attribute. Theremay be exceptions to this rule. For example, such as when a player orgroup of players travels back in time and successfully completes thetask or acquires the attribute.

According to one embodiment, certain items and character mutations mayonly be available in certain epochs or eras of the game.

According to one embodiment, a game that moves in Eras ends with anapocalypse.

According to one embodiment, an apocalypse may be triggered by theoccurrence of one or more events. For example, an apocalypse may betriggered if one or more of the following occurs: 1. a certain number ofa certain race, class, guild, or family exists in the game environment2. a certain age is reached in the game environment 3. one or moreplayer characters acquires a certain game attribute 4. The Game Serverstarts an apocalypse or within a peer-to-peer network, this may be arandom event or it may be initiated when the system determines that agame is stagnant or uninteresting.

According to one embodiment, an apocalypse allows one or more playercharacters of a player race, class, guild, or family to become a savior.

According to one embodiment, a savior can lead his army, which consistsof other player characters of his race, class, guild, or family to totalvictory. Total victory may be defined as the domination of the gameenvironment. When total victory is obtained, the game environment may bereset. The saviors may then become the founding members of the reset ornew game environment.

According to one embodiment, a player character can become a saviorby: 1. Acquiring a certain game attribute 2. Being reincarnated acertain number of times in the game 3. Being a certain x number in hisfamily tree, guild, class, or race 4. Being sacrificed by his family,guild, class or race A. each family, guild, class or race can sacrificea player character so that player character can become eligible tobecome a savior B. a certain class, race, or family member must exist toperform the sacrifice ritual. C. the sacrifice ritual can be: 1. Castinga spell on a player character 2. Killing a player character with acertain weapon 3. Applying a character attribute to a player character2. Being randomly created by the server or network 3. Being endowed by aGod with sufficient attributes or karma

According to one embodiment, saviors can create special playercharacters as family members to wage the war of the apocalypse

According to one embodiment, the goal of the apocalypse era is to killthe savior and army of other race, class, guilds, or families first.

According to one embodiment, the last savior standing wins the game forhis class, guild, race, or family.

According to one embodiment, when the age of the apocalypse occurs inthe game environment, all player characters are notified.

According to one embodiment, progress and strengths of families,classes, races, or guilds; including whether or not that group of playercharacters includes a savior, can be displayed to all player charactersin the game.

According to one embodiment, undead saviors can be treated as Satan andtheir minions as demons.

According to one embodiment, living saviors can be treated as Christ andtheir minions are angels.

According to one embodiment, a player can pay an additional fee (real orimaginary) for his characters to have the ability to become saviors.

According to one embodiment, a player character may take part in asacrificial ceremony in order to create a savior. Examples ofsacrificial ceremonies include: 1. An orc priest tears the heart of thehead of his family out of his chest and plants it into a clay statue.The statue becomes the savior 2. an undead wizard casts a spell on thehead of his family, who is devoured by maggots, the maggots grow intoflies that recombine into one or more saviors 3. A dwarf engineer plantsa cyborg brain into the head of his family. The brain controls the bodyof the player character and he becomes the savior 4. A group of humandruids burn the head of their family at the stake. The ashes are placedinto an urn and the savior rises from the ashes. 5. The youngest oreldest family member or a virgin female family member is drawn andquartered on scared grounds and then the body parts are cooked on a holyalter and subsequently devoured by the surviving family members.

According to one embodiment, the children of the human savior are bornwith wings and can fly.

According to one embodiment, certain classes can have a randomly placedsuper player characters created during each game era. Player charactersthat are super player characters have special attributes and skills(super scientist, artist, engineer, warrior, etc) essentially they aremutations that can discover a new innovation that can be traded withother families, races, or classes. Families that are more powerful havegreater odds of creating super player characters.

According to one embodiment, families or guilds can discovertechnologies that can be traded with other families and guilds.Technologies are discovered when certain player characters reach certainlevels of skill or acquire certain game attributes

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Program

Era Update Program

Savior Creation Program

Apocalypse Program

Reset Game Program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Player Database, including, for example, 1. Player GUID 2. PlayerBilling Info 3. Player Account Settings 4. Character GUIDs 1-n

Character Database including, for example, 5. Character GUID 6. SaviorQualifications 1-n 7. Savior Attributes 1-n

Era Database including, for example, 1. Era ID 2. Era Descriptor 3. EraConditions 1-n 4. Era Time Start 5. Era Time End 6. Era Populations 1-n7. Era Classes 1-n 8. Era Races 1-n 9. Era Technologies 1-n10. EraNatural Resources 1-n 11. Era Skills 1-n12. Era Rules 1-n13. Era limits1-n14. Era territories 1-n15. Available Game Parameters 1-n16. AvailableGame attributes 1-n17. Family conditions 1-n

Historical Archive including, for example, 8. Saved Game Result ID 9.Game area 10. Game time 11. Player characters involved 12. Saved gameresult file

Sacrifice Rules Database including, for example, 13. Sacrifice Rule ID14. Sacrifice Rules 1-n15. Probability of Sacrifice Success

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method for creating a new game environment comprising: Receive requestto create new game environment Retrieve new era rules and conditionsApply rules and conditions to game environment to create new game.

A method to alter a game environment when a new era occurs comprising:Receive indication that era condition or rule has been fulfilledRetrieve new era conditions and rules Apply new era conditions to gameenvironment Create new era

A method to facilitate time travel comprising: Receive request toconduct time travel from a player character Receive time travelconditions Determine if player character qualifies for time travel Ifplayer character qualifies for time travel, retrieve saved game resultbased on time travel conditions Output saved game result to playercharacter

A method to facilitate time travel game play comprising: Complete TimeTravel request Temporarily reset game space conditions to the time andplace as requested Permit player to replay within discreet time andplace conditions Receive new outcome Update historical records up to andincluding present records as if event actually occurred Output savedgame result to player character Update player character attributes

A method to sacrifice a player character to create a savior charactercomprising: Receive request to sacrifice player character Determine ifsacrifice conditions are met Determine if player character qualifies tobe sacrificed Sacrifice player character Randomly determine if sacrificehas succeeded If sacrifice is successful, create savior from sacrificedplayer

A method to create savior character(s) comprising: Receive indicationthat Era qualifies for savior Identify player characters that qualify tobe saviors Determine if qualifying players have fulfilled saviorconditions Flag player character accounts as saviors if they havefulfilled savior conditions

A method to reset game parameter to first era comprising: Receiveindication that apocalypse has occurred Reset game parameter to firstera Populate game environment with player characters based on apocalypseresults and apocalypse rules and conditions

A method to randomly reset game parameter to first era comprising:Receive random indication that apocalypse has occurred Reset gameparameter to first era Populate game environment with player charactersbased on apocalypse results and apocalypse rules and conditions

A method for creating a system generated apocalypse comprising: Receiveindication that apocalypse should be artificially generated due tostagnant game conditions Cause apocalypse Reset game parameter to firstera Populate game environment with player characters based on apocalypseresults and apocalypse rules and conditions

Of course it will be appreciated that such methods are provided for thepurposes of example only and that none of the above methods should beinterpreted as necessarily requiring any of the included steps norshould they be interpreted as necessarily excluding any additionalsteps.

According to yet another embodiment, the present disclosure provides anin-game attribute that allows reverse outcomes of game parameters invideo games such as a Massive Multi Player Online Video Game.

According to this embodiment, an attribute in a massive multi playeronline video game exists that allows the player character who controlsit to reverse the outcome of a game parameter. The player characterperforms a game parameter. Once the outcome of the game parameter isestablished, the player character can use the reverse outcome attributeto reverse the outcome of the game parameter.

Examples of attributes that can be used for reverse outcomes are: 1. Aspell 2. An object 3. a player character 4. an in game character 5. aplayer pet

According to one embodiment, the “use reverse outcome attribute” can belimited. For example, the reverse outcome attribute may be limitedto: 1. A certain race or class of player characters 2. A certainexperience level of a player character 3. A certain time limit betweenuses 4. A maximum number of times the object can be used 5. A certain orincreasing cost (in real or game currency)

Examples of game parameters in which the reverse outcome attribute maybe employed include: 1. Player Character to Player Character—one playercharacter defeats another player character in a duel. The defeatedcharacter uses the reverse outcome attribute which allows him to be thewinner of the duel 2. Missions—a player character fails to complete amission—the player character uses the reverse outcome attribute and themission is flagged as completed by him. 3. Two player characterscomplete a game parameter together. One player character is rewardedwith a game attribute for completing the mission. The other playercharacter uses the reverse outcome game parameter to be rewarded withthe game attribute instead of the first player character.

According to one embodiment, some game parameters cannot be successfullycompleted unless a reverse outcome attribute is used

According to one embodiment, a player character can nullify the use of areverse outcome attribute by using another reverse outcome attribute, orby using a re-reverse outcome attribute.

According to one embodiment, a player character can be automaticallyendowed with a reverse outcome attribute when he reaches a certain levelof the game.

According to one embodiment, reverse outcomes attributes could only beavailable in certain eras of the game

According to one embodiment, players could pay an extra fee to theserver so that their characters can acquire and use reverse outcomeattributes

According to one embodiment, players could have a limited in game orreal time to use the device once a game parameter result has beendetermined.

According to one embodiment, players could obtain a “block gamereversal” attribute, which, when used against a game reversal attribute,may certainly or only possibly block the other player's use of thereverse outcome attribute.

According to one embodiment, a reverse outcome attribute may permit timetravel. Players could then use the reverse outcome attribute to attemptto change the outcome of a completed even, action, etc. For example, ifa player character fails to complete a mission, the player character mayuse the Time Travel attribute to attempt to complete the mission again,but now armed with foreknowledge of the game space and other gameinteractions, environmental conditions, etc. In this case, the outcomeis not guaranteed to be reversed, only the possibility of a reversal isobtained by the player. As another example, where two player charactershave dueled, the defeated character may use the Time Travel attribute toreset the game just prior to the duel, whereupon the player may againchoose to dual or to make alternative choices before or during the dualin an effort to improve upon the outcome. Again, a change in outcome isnot guaranteed under this scenario, only the possibility of a reversalis granted.

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Program

Reverse Outcome Program

Time Travel Program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Player Database including, for example, 1. Player GUID 2. Player BillingInformation 3. Account Type 4. Characters 1-n

Character Database including, for example, 1. Character GUID 2.Qualifies for Reverse Outcome Game Attribute? 3. Game Attributes 1-n

Attribute Database including, for example, 1. Attribute ID 2. AttributeDescriptor 3. Attribute Powers 1-n 4. Attribute Reverse OutcomeProbability

Game Parameter Database including, for example, 1. Game Parameter ID 2.Descriptor 3. Conditions and Rules 4. Location

Attempted Game Parameter Database including, for example,

Parameter ID

Time Start and End

Parameter Result

Character IDs 1-n

Saved Parameter Session

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method for allocating a reverse outcome attribute comprising: Receiveindication that game parameter is complete Determine that successfulgame parameter completion qualifies player character for reverse outcomegame parameter Determine if player character qualifies for reverseoutcome game attribute If player character qualifies for reverse outcomegame attribute, provide/distribute attribute to character

A method to use a reverse outcome attribute comprising: Receive gameparameter outcome Store game parameter Receive use of reverse outcomegame attribute Determine if use of attribute is within time limit Applyreverse game parameter outcome if use of attribute is within time limit.

A method to acquire a Nullify reverse outcome attribute comprising:Receive indication that game parameter is complete Determine thatsuccessful game parameter completion qualifies player character forNullify reverse outcome game parameter Determine if player characterqualifies for reverse outcome game attribute If player characterqualifies for reverse outcome game attribute, provide/distributeattribute to character

A method to Nullify reverse outcome attribute comprising: Receive andstore game parameter outcome Receive use of reverse outcome gameattribute Receive nullification of reverse outcome game attribute Do notalter game parameter outcome

A method to acquire time travel attribute comprising: Receive indicationthat game parameter is complete Determine that successful game parametercompletion qualifies player character for time travel game parameterDetermine if player character qualifies for time travel outcome gameattribute If player character qualifies for time travel outcome gameattribute, provide/distribute attribute to character

A method to use time travel attribute comprising: Receive game parameteroutcome Store game parameter Receive use of time travel outcome gameattribute Determine if use of attribute is within time limit Apply timetravel parameter outcome if use of attribute is within time limit byresetting game space to designated time and place with one or morecharacters affected Permit player(s) to re-enact designated time andgame event Record new outcome in historical and present database as ifit had originally occurred as re-enacted.

A method to acquire block time travel attribute comprising: Receiveindication that game parameter is complete Determine that successfulgame parameter completion qualifies player character for Block TimeTravel game parameter Determine if player character qualifies for BlockTime Travel game attribute If player character qualifies for reverseoutcome game attribute, provide/distribute attribute to character

A method to use block time travel attribute comprising: Receive andstore game parameter outcome Receive use of Block Time Travel gameattribute Determine probability of successful use of Block Time Travelgame attribute If successful do not alter game parameter outcome

Of course it will be appreciated that such methods are provided for thepurposes of example only and that none of the above methods should beinterpreted as necessarily requiring any of the included steps norshould they be interpreted as necessarily excluding any additionalsteps.

According to another embodiment, the present disclosure provides amethod to create in-game objects from digital images of real lifeobjects in a video game. According to one method of practicing thisembodiment, one or more digital photographs of an object are scannedinto a massive multi player online video game environment. The playercharacter who scans in the digital photograph may specify a size andmaterial for the object. Based on the material and size specified, aprice may be generated to manufacture the object. The player charactercan pay the price (in virtual or actual dollars) and the game willassemble the object as specified by the digital images.

According to another embodiment, the object can be assembled: 1. By thegame server 2. By one or more computer generated character(s) in thegame environment (i.e. a blacksmith that is a non player character) 3.By one or more player characters with the skills to assemble the item(i.e. a sword can be assembled by a player character with black smithskills)

According to another embodiment, materials to assemble the object can beobtained: 1. by purchasing from the game server 2. by purchasing from acomputer generated character in the game server 3. by purchasing from aplayer character in the game server 4. by gathering them from the gameenvironment (i.e. by mining ore) 5. by purchasing game tokens in the“real world” and exchanging them for materials in the virtual gamespace.

According to another embodiment, an in game price for assembling theobject can be determined: 1. by the game server 2. by receiving bidsfrom qualified computer generated characters 3. by receiving bids fromqualified player characters 4. By outputting a price and receiving anacceptance of the output price by a player character to assemble theitem. 5. Through an open, competitive market

According to another embodiment, a price for tokens in the “real world”for subsequent in game redemption may be determined: 1. by the gamemaker 2. by the store owner 3. Through an open, competitive bid ormarketplace 4. Or, a discreet and finite number of tokens in general orby type of resource may be distributed to an auction site where playersmay bid for one or more tokens.

According to another embodiment, offers to assemble objects can bestored, made and presented: 1. In a marketplace section of the game 2.In a trade chat window of the game 3. In an email that is sent toqualified non player characters

According to another embodiment, offers can include: 1. a time limit 2.a price (in virtual or real currency or other bartered items) 3. one ormore digital photos of an item to assemble 4. a list of materials theobject needs to be made from 5. a list of additional enchantmentsrequired to make the attribute

According to another embodiment, rather than using one or more digitalphotographs to specify the item, an item design can be made inPhotoshop, AutoCAD, 3d Studio Max, Maya, Visio, or another drawingand/or rendering program and submitted to the system to be manufactured.

According to another embodiment, a player character who has agreed toassemble the item can create it with any of the above programs as longas they own the necessary amount of virtual raw materials needed toassemble it.

According to another embodiment, players can pay an extra fee to theserver to allow their characters to either import objects to assemble inthe game or assemble these objects for other player characters.

According to another embodiment, player characters contracting toassemble an item can subcontract with other player characters toassemble components of the item.

Examples of attributes of a newly formed item that can be specifiedinclude: 1. shelf life 2. strength, 3. hit power or points 4. defendsagainst 5. penetrates armor types 6. extends life by X days, weeks,months, years, 7. reduces life by X, 8. purchase price 9. depreciationrate 10. invisible y/n 11. reload rate 12. lifespan 13. dominate class14. Recessive class, etc. 15. Improves recovery rate 16. Improves armortypes generally or against specified weapons

According to another embodiment, physical limitations can be assigned toa game object. For instance, the weight, size, and shape of the objectcan be limited based on the player character for which the item is beingmade. For instance a helmet has to have a certain diameter, a sword hasto have a certain handle size and weight, etc

According to another embodiment, rather than money, player characterscould pay or barter with contractors with other game attributes (items,raw materials, services, etc) in exchange for building a new item.

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Program

Digital File Import Program

Object Creation Program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Player Database including, for example, 1. Player GUID 2. Player billinginfo 3. Account type 4. Characters 1-n

Character Database including, for example, 1. Character GUID 2.Character Attributes 3. Character Physical Limitations 4. New Items 1-n5. New item status

New Item Database including, for example, 1. New Item ID 2. Character ID3. New Item Digital images 1-n 4. New Item blueprints 1-n 5. New Itemmaterials 1-n 6. New Item Construction Cost 1-n 7. New Item Salvage Vale1-n

New Item Contract Database including, for example, 1. Contract ID 2. NewItem ID 3. Item Materials 1-n 4. Item Blueprints 1-n 5. Contract Priceincluding, for example, 6. Contractor ID 7. Subcontractor ID 1-n

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method to specify a new item comprising: Receive digital image(s) ofitem from a player character Generate blue print of item Receivematerials for each aspect of blueprint Determine physical limitations ofitem based on player character creating item and other conditions Ifitem is within physical limitations allowed, generate price to assembleitem Receive item price Assemble item Output item to player character

A method to create a new item contract comprising: Generate blue printof item from digital images from a first player character Receive listof materials Determine material amounts Create and save request toassemble contract Receive request to fulfill contract Receive price tofulfill contract Output price to fulfill contract to first playercharacter Receive acceptance of price Output acceptance of price tosecond player character

A method to create a new item comprising: Receive request to assembleitem from a player character Determine if player character qualifies toassemble item If player character qualifies, output list of requiredmaterials Receive appropriate materials Assemble item Output item toplayer character

A method to fulfill a new item contract comprising: Assemble and Outputitem to a first player character Send item complete message to secondplayer character Receive payment amount or barter object from secondplayer character Receive item from first player character Releasepayment or barter object to first player character Release item tosecond player character

Of course it will be appreciated that such methods are provided for thepurposes of example only and that none of the above methods should beinterpreted as necessarily requiring any of the included steps norshould they be interpreted as necessarily excluding any additionalsteps.

According to another embodiment, the disclosure provides methods andsystems to provide inventory management of in-game items and attributesin a video game. Accordingly a game server or other system manages thenumber of particular objects that exist in a massive multi player onlinevideo game at any given time. Each computer or user generated item thatexists in the game is given one or more maximum numbers and marketvalue. When the market value for an item is reached in the gameenvironment, then the maximum number is set to the amount specified.

Alternatively, the game server can set a market value for an item basedon the number of items that exist in the game.

According to one embodiment, when a maximum number is adjusted in thegame, additional items can be created by: 1. Allowing player charactersto create the items 2. Allowing player characters to find the items oncomputer generated characters that they defeat in the game. 3. Allowingplayer characters to purchase the items from computer generatedcharacters (NPCs)

According to one embodiment, the market value of the item can bedetermined in the game environment by: 1. The computer via computergenerated characters that sell and stock the item 2. The playercharacter to player character marketplace or auction

According to one embodiment, items can be destroyed in a game by playercharacters or computer generated characters or events when: 1. they areused as components to create another item 2. they are consumed 3. theyare broken down into their constituent components 4. they are used in agame parameter that destroys or alters them 5. the real or virtual timelimit for their existence expires 6. The era in which they are allowedto exist lapses 7. they are buried, burned or sacrificed to a God

According to one embodiment, in addition to allowing price to controlthe maximum number of items that exist in a game, the population on agame server can also control the maximum numbers of particular itemsthat exist. Even more specifically the number of player characters thatare of a certain race or class can also have an effect on the maximumnumber of particular items that exist in a game.

According to one embodiment, in addition to items, races, classes,skills, and attributes of player characters can also be managed asinventory. For instance, certain skills can only be acquired by x numberof player characters in a given game environment.

According to one embodiment, rather than adjusting levels of items, amaximum number of items can be created and fixed. Players can accumulateitems and corner markets on them.

According to one embodiment, when certain items become available in agame, they make other existing items obsolete. I.e. when a gameenvironment reaches a certain age, certain inventory items becomeavailable. The ability to create these items may make other items nolonger available and/or less effective, valuable or useful.

As another alternative method, the number of items may also beestablished or limited via a vote by the majority of the players withina given game space.

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Program

New Item Creation Program

Item Management Program

Era Management Program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Character Database including, for example, 1. Character GUID 2. Item ID1-n

Item Database including, for example, 1. Item ID 2. Item Quantity 3.Item Price 4. Maximum Quantity 5. Maximum Price 6. Salvage Value By Era1-n 7. Expiration Date 8. Quantity/Player Character Ratio 9.Quantity/Price Ratio 10. Item Status

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method to create items in a game based on max items allowedcomprising: Retrieve Item ID Determine maximum number allowed based onconditions Determine if item id has equal or less than quantity to maxallowed If item id has less than max allowed, create new items

A method to create items in game based on market price comprising:Retrieve item id Determine whether item has exceeded a price thresholdIf item has exceeded price threshold, create new items in game

A method to adjust maximum items in a game comprising: Receiveindication that game parameter has been completed Determine if gameparameter completion alters max number of available items in game If maxnumber is altered, create new game items up to new maximum number OrRetrieve item id Determine if game conditions alter max quantity allowedof item id Adjust max number allowed and create new items to maximumnumber if game conditions allow.

A method to determine market value of items in a game comprising:Receive selling prices of an item id Store each selling price of item idDetermine value of item based on range of selling prices

A method to make items obsolete in game comprising: Receive indicationthat game has advanced to new era Retrieve item id(s) Determine if itemis obsolete based on new era Flag item record as obsolete based on newera conditions

Of course it will be appreciated that such methods are provided for thepurposes of example only and that none of the above methods should beinterpreted as necessarily requiring any of the included steps norshould they be interpreted as necessarily excluding any additionalsteps.

According to yet another embodiment, the present disclosure providesmethods and systems to facilitate favors between player characters in aVideo Game.

According to this embodiment, a player character can perform a favor foranother player character. Favors can be defined by the game server or bythe player character's themselves. When one player performs an activitythat can be classified as a favor to a second player character, hisplayer character account is flagged as being owed a favor by the secondplayer character. Favors can be bought/sold by/to other playercharacters.

According to one embodiment, activities that are considered favors mayinclude: 1. Freeing a player character who is a slave 2. Helping orinstructing a player character complete a game parameter 3. Performingan activity for a player character that the player character defines asa favor 4. Providing a game attribute or other object to a characterwithout charge or below the current market value

According to one embodiment, the system can monitor and flag certainplayer character activity as favors, and keep track of favors performedautomatically, or one player character can acknowledge that he owesanother player character a favor by the first player characteroutputting a favor acknowledgement request and the second playercharacter acknowledging that he owes the first player character a favor.

According to one embodiment, favors can be traded as currency.

According to one embodiment, favors can increase positive Karma.

According to one embodiment, failure to oblige a player who requests afavor may increase negative Karma.

According to one embodiment, when a first player character owes a secondplayer character a favor, the second player character can automaticallyforce the first player character to perform an activity to neutralizethe favor. For instance, the first player character may have the abilityto complete a game parameter. The second player character can force thefirst player character to fulfill his obligation of owing a favor byforcing the first player character to help the second player charactercomplete a game parameter.

According to one embodiment, when a first player character owes a secondplayer character a favor, and the second player character invokes therepayment of the favor, the second player character cannot continuenormal game play until he has completed the game parameter required tofulfill his favor obligation. His game play can be inhibited by a pop upwindow that does not let him view the game world unless his favor isfulfilled.

According to one embodiment, when a first player character owes a secondplayer character a favor, he can offer game attributes to fulfill theobligation of the favor.

According to one embodiment, certain game parameters cannot be completedby a player character unless he is given a favor by another playercharacter. For instance, a first player character cannot cross a bridgeunless the monster that controls the bridge is first put to sleep. Theonly way for the monster to go to sleep is if he eats the meat of asheep that is raised by a goat herder who only sells the meat to acertain class of player characters. A second player character of thatclass can perform a favor to the first player character not of thatclass by purchasing meat from the goat herder and providing it to thefirst player character so that he can feed it to the monster and crossthe bridge while the monster sleeps.

Another example would be: a second player character has enslaved the sonof a first player character. The second player character will not speakto the first player character directly, but will speak through a thirdplayer character. The third player character can perform a favor for thefirst player character by speaking to the second player character abouta ransom to free the first player character's son.

According to one embodiment, when a player character has no money, hecan perform favors for other player characters. Once the favors areperformed, they can be saved and invoked for later use, or sold back tothe player characters that owe them or other player characters in thegame environment.

According to one embodiment, player characters can post needed favors ina marketplace with the conditions that must be fulfilled in order forthe favor to be accomplished. Player characters can view favor requestsin the marketplace and accept them if their attributes allow them toperform the favor. Favor requests can be posted with virtual or actualcash or attribute values and the player character that completes thefavor can elect to (i) take the virtual or real cash or attribute, or(ii) allow the player character who requested the favor to owe him afavor in return.

According to one embodiment, favors or obligations to perform and/or toreceive favors may be bought/sold or bartered among multiple players.

According to one embodiment, players may pay in real or virtual currencyto absolve themselves of an owed favor or debt.

According to one embodiment, favors can be obtained from playercharacters who are gods or government officials in a game by givingdonations or successful/accepted sacrifices to those characters.

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Program

Favor Program

Contract Management Program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Character Database including, for example 1. Character GUID 2. CharacterAttributes 3. Character Favors 1-n

Favor Contract Database including, for example 1. Favor ID 2. Favor Type3. Favor Value 4. Favor conditions 5. Favor release conditions

Favor Type Database including, for example 1. Favor Type ID 2. FavorType conditions 3. Favor Release Conditions

Contract Database including, for example 1. Contract ID 2. ContractConditions 1-n 3. Interface with Game and Favor Programs

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method comprising: Receive favor contract creation request from afirst player character Receive conditions and release conditions ofcontract Store contract and bind first player to contract Receiveindication that a second player character will perform the conditions ofthe player contract Bind second player to contract Receive indicationthat second player has performed conditions of contract Outputconditions complete notification message to first player characterReceive indication that release conditions for favor contract have beencompleted by the first player character Release first player characterfrom favor contract with second player character

A method to create a favor contract comprising: Receive indication thataction has been performed by a player character Determine if actionobligates a second player to pay a favor to the first player characterCreate Favor contract if action obligates second player Store FavorContract

A method to perform a favor comprising: Receive indication that a secondplayer character will perform the conditions of the player contract Bindsecond player to contract Receive indication that second player hasperformed conditions of contract Output conditions complete notificationmessage to first and second player character

A method to fulfill a favor contract comprising: Output conditionscomplete notification message to first player character Receiveindication that release conditions for favor contract have beencompleted by the first player character Release first player characterfrom favor contract with second player character

A method to sell or barter favors or favor contracts comprising: Receiveindication that a first player desires to sell or barter a favor orfavor contract Post ad on favor market or exchange page Receiveindication that a second player desires to purchase for virtual or realcash or barter for the purchase of a favor or favor contract and theoffer price or terms Output message to first player of second playersoffer Receive indication of acceptance, rejection or counter offer fromfirst player Notify second player of acceptance, rejection or counteroffer from first player Upon acceptance of a first offer or a mutuallyagreed upon counter offer record transfer of favor or favor contract tosecond player and either virtual or real cash or a bartered item(s), ora substitute favor to first player. Modify player database to reflectchange in ownership/obligations of favor or favor contract and newownership of consideration paid by second player

Of course it will be appreciated that such methods are provided for thepurposes of example only and that none of the above methods should beinterpreted as necessarily requiring any of the included steps norshould they be interpreted as necessarily excluding any additionalsteps.

According to yet another embodiment, the present disclosure providesmethods and systems to allow for genetic crossbreeding of parents toform children in a video game.

In this embodiment, player characters in a video game are assigned twochromosomes for each appropriate attribute they possess. When two playercharacters have reached an appropriate level in a game and are eligibleto have a child, the attributes of the child are generated by taking onechromosome from each parent and combining them to form the attributesfor the child.

Appropriate attributes can include but are not limited to: 1. thephysical appearance of the character including skin, height, weight,hair and eye color 2. the race of the character 3. the class of thecharacter 4. the skills of the character 5. the strength, intelligence,stamina, wit, charisma, agility, etc of the character 6. the ability toimprove any of said skills

According to another embodiment, rather than having two chromosomes ofan attribute, the system can take the average attribute score providedby the two parents, or randomly select within a range between the twoattribute scores of the parents in order to determine the attributevalue of the child. These scores could be determined from the value ofthe attribute of the parent when the child is conceived, or from thevalue of the attribute of the parent when his character was created.

According to another embodiment, the current value, score or level ofeach parent's attributes may be used to determine which chromosomes aredominant or recessive.

According to another embodiment, the system could determine whichattributes are more fully developed in a given child based uponenvironmental considerations such as how often the child employs or usesa given attribute. Those attributes used most often during childhood candevelop more fully while those less used may wane over time. The netoverall growth of any given skill or attribute can therefore be acombination of the general proclivity to perform well as inherited fromeach parent and the child's use or actual development of said skill orattribute.

According to another embodiment, the system can randomly injectmutations into the attribute determination process so that children arenot completely a product of the attributes of their parents. Forinstance, new attributes or different attributes can randomly occur inoffspring. As an example, these mutations can occur: 1. Randomly 2. Acertain number of times with each level of a family tree 3. A certainnumber of times in an era of the game 4. A certain number of timeswithin each race and class of the game 5. More or less often dependingon a character's race, class or family 6. More or less often dependingon the era of the game environment 7. More or less often depending uponthe child's actual usage or other development efforts. 8. Anycombination of the above

According to another embodiment, particular attributes can haverecessive and dominant chromosomes that mirror real life traits. Forinstance blue eyes are recessive and brown eyes are dominant.Alternatively, this may be determined by established game rules and/orbased upon parent's success and/or the child's environmental developmentas previously described.

According to another embodiment, before marrying or choosing to be achild of another player character, an existing or potential playercharacter can view the genetic make up of the attributes of a playercharacter, and, optionally, run a program to calculate the probabilitiesthat a child will have certain attributes and characteristics given theknown makeup of the parents.

According to another embodiment, the cost of marrying or being a childof a particular player character can be set by the system based on theattributes of the character and how desirable they are to have inpotential offspring. According to another embodiment, ArtificialIntelligence or Genetic Algorithms can be applied to this process tomake it more rich and complex.

Accordingly, the present disclosure provides for hardware and softwarethat can be utilized to create one or more, or a combination of, any ofthe above-described embodiments. Non-limiting examples of softwareprograms that might be used for the realization of the above embodimentsinclude, but are not limited to:

Game Program

New Character Creation Program

Examples of databases that might be used for the realization of theabove embodiments include, but are not limited to:

Character Database including, for example 1. Character ID 2. Characterinheritable attributes 1-n 3. Character Chromosomes

Mutation Database including, for example 1. Mutation ID 2. Mutationdescriptor 3. Mutation attributes 1-n

The present disclosure further provides methods by which the embodimentsdescribed above, alone or in combination, may be realized. Examples ofmethods that may be employed include, but are not limited to:

A method comprising: Receive request to create new player character fromone or more existing player characters Determine if one or more existingplayer characters qualify to create new player character If existingplayer(s) qualify retrieve inheritable attributes: Apply new charactercreation program to attributes Create new player character based oninheritable attributes of existing player character(s) and new charactercreation program; and Allow new player character to enter gameenvironment

A method to create a new character from chromosomes of parentscomprising: Receive request to create new player character from one ormore existing player characters Determine if existing playercharacter(s) qualify to create new player character If character(s)qualify, retrieve character chromosomes Apply new character creationprogram to character chromosomes Create new character based on existingplayer character chromosomes and new character creation program Allownew player character to enter game environment

A method to create a new character from average attributes of parentscomprising: Receive request to create new player character from one ormore existing player characters Determine if existing playercharacter(s) qualify to create new player character

If character(s) qualify, retrieve character inheritable attributesGenerate the average number of each inheritable attribute Create newcharacter based on average number of each inheritable attribute andAllow new player character to enter game environment

A method to apply a random mutation to a new character comprising:Receive request to create new player character from one or more existingplayer characters Determine if one or more existing player charactersqualify to create new player character If existing player(s) qualifyretrieve inheritable attributes Apply new character creation program toattributes Retrieve mutation rules Determine if new character qualifiesfor mutation based on rules Create new player character based oninheritable attributes of existing player character(s) new charactercreation program, and applicable mutation rules Allow new playercharacter to enter game environment

The invention is described with reference to several embodiments.However, the invention is not limited to the embodiments disclosed, andthose of ordinary skill in the art will recognize that the invention isreadily applicable to many other diverse embodiments and applications.Accordingly, the subject matter of the present disclosure includes allnovel and nonobvious combinations and subcombinations of the varioussystems, methods and configurations, and other features, functions,and/or properties disclosed herein.

It will be appreciated that such methods are provided for the purposesof example only and that none of the above methods should be interpretedas necessarily requiring any of the included steps nor should they beinterpreted as necessarily excluding any additional steps.

1. A method performed by a computer, the method comprising: retrieving,by as Video Game Central Server, a plurality of player attributes of aplayer; determining, by the Video Game Central Server, that theplurality of player attributes qualify for a relationship; flagging, bythe Video Game Central Server, a character account of the player aseligible for a relationship; outputting, by the Video Game CentralServer, relationship availability to the player character; receiving, bythe Video Game Central Server, an indication that a first playercharacter desires to enter into a parent-child contract; determining, bythe Video Game Central Server, that a child relationship contract isavailable for the first player character; outputting, by the Video GameCentral Server, an available parent-child contract; receiving, by theVideo Game Central Server, an acceptance of the parent-child contract;generating, by the Video Game Central Server, a profile, of the childplayer character based on part on the profile of at least one parentplayer character; creating, by the Video Game Central Server, a childplayer character with the generated profile of the child; and creating,by the Video Game Central Server, a new relationship contract recordbased on the conditions for the contract.
 2. The method of claim 1further comprising: receiving, by the Video Game Central Server, arequest to sever the relationship; determining, by the Video GameCentral Server, that the request to sever is permitted based upon theconditions for the contract; and severing, by the Video Game CentralServer, the relationship.
 3. The method of claim 2 further comprising:determining, by the Video Game Central Server, additional conditionsthat must be met in order for the relationship to be severed;outputting, by the Video Game Central Server, to the player, additionalconditions that must be met in order for the relationship to be severed;and determining that the additional conditions have been met.
 4. Themethod of claim 1 further comprising: retrieving, by the Video GameCentral Server, a relationship contract; determining, by the Video GameCentral Server, if the relationship contract is eligible to be severed;outputting, by the Video Game Central Server, an offer to sever therelationship contract; receiving an acceptance of the offer; severing,by the Video Game Central Server, the contract; and updating, by theVideo Game Central Server, a relationship contract record to reflect thesevered contract.
 5. An apparatus comprising: a processor; and acomputer readable medium in communication with the processor; in whichthe computer readable medium stores instructions which, when executed bydie processor, direct the processor to retrieve a plurality of playerattributes of a player; determine that the plurality of playerattributes qualify for a relationship; flag a character account of theplayer as eligible for a relationship; output relationship availabilityto the player character; receive an indication that a first playercharacter desires to enter into a parent-child contract; determine thata child relationship contract is available for the first playercharacter; output an available parent-child contract; receive anacceptance of the parent-child contract; generate a profile of the childplayer character based on part on the profile of at least one parentplayer character; create a child player character with the generatedprofile of the child; and create a new relationship contract recordbased on the conditions for the contract.
 6. The apparatus of claim 5,in which the computer readable medium stores instructions which, whenexecuted by the processor, direct the processor to: receive a request tosever the relationship; determine that the request to sever is permittedbased upon the conditions for the contract; and sever the relationship.7. The method of claim 6 in which the computer readable medium storesinstructions which, when executed by the processor, direct the processorto: determine additional conditions that must be met in order for therelationship to be severed; output, to the player, additional conditionsthat must be met in order for the relationship to be severed; anddetermine that the additional conditions have been met.